This year I'm working on a kaiju combat RPG. I know there are a few things out there with a similar vibe, like Kaiju vs. Mecha for Fate Core, and there's a couple of small supplements for other settings like Savage Worlds. There's the Lancer mecha game too. Ours will be a large stand-alone game with its own world and a distinctly Pacific Rim vibe.
We want to develop the gameplay system from the ground up. We want the combat to feel fun and simple but with the potential for branching complexity.
I don't believe a fantasy-like "attack roll," "damage roll," "subtract from HP" system is suitable for giant monster battles. I want to closely emulate the heft and momentum of these fights. With an emphasis on momentum. Giant monster fights are often a kind of "tug of war" between colossal entities where the entire earth shakes beneath your feet.
Was thinking about something like a roll-over-percentage system. Separate a character into distinct injury zones, i.e. limbs, head, torso, legs, tail, etc. With levels of injury or exhaustion. I think of Mechwarrior briefly, and how a disabling a leg can cripple a giant robot.
Lancer's system for example seems to be more tactical with an emphasis on evasion. But how is Godzilla going to evade King Kong punching him in the face? The answer is, he doesn't. He's just so strong that a punch merely slows down his momentum, making it harder (temporarily) for him to counter-attack against King Kong. Perhaps a temporary reduction in Godzilla's combat prowess? I.e. the chance for him to sustain an injury against King Kong falters for a moment?
Just looking for thoughts. Thanks