ExploderWizard
Hero
My take on the whole disassociated mechanic issue is that a game is much better if it doesn't have to use them.
Eliminate the problem that causes the need for them and then they can go away. The first part is identifying the real underlying issue. On the surface the issue might seem to be how can martial characters use abilities of widely varying power without spamming the high power moves?
The real question should be, do martial characters really need the same varying power scale as casters?
Why does every character class have to have: basic attack/ medium attack/ strong attack/ finishing move?
Is there a good reason that fighters couldn't learn from a pool of moves as they level as a way to add interesting bits to combat that didn't have to be specific limited use hotbar moves?
What about this as a rough concept:
The fighter does X range of damage on a hit. As levels increase, this basic damage does too. In effect, the basic attack scales with level. This gives the fighter a basic consistent resource (damage output) as currency that can be used to power specific maneuvers instead of dealing regular damage.
The real grunt work would be determining the damage "cost" of various effects. Some of the more powerful ones wouldn't be "affordable" until higher levels are reached when base damage permits the options.
Don't make any effect too good for the damage cost. Here is an important bit- the effects generated are not and should not be equal to those produced by magic or other limited use effects.
Eliminate the problem that causes the need for them and then they can go away. The first part is identifying the real underlying issue. On the surface the issue might seem to be how can martial characters use abilities of widely varying power without spamming the high power moves?
The real question should be, do martial characters really need the same varying power scale as casters?
Why does every character class have to have: basic attack/ medium attack/ strong attack/ finishing move?
Is there a good reason that fighters couldn't learn from a pool of moves as they level as a way to add interesting bits to combat that didn't have to be specific limited use hotbar moves?
What about this as a rough concept:
The fighter does X range of damage on a hit. As levels increase, this basic damage does too. In effect, the basic attack scales with level. This gives the fighter a basic consistent resource (damage output) as currency that can be used to power specific maneuvers instead of dealing regular damage.
The real grunt work would be determining the damage "cost" of various effects. Some of the more powerful ones wouldn't be "affordable" until higher levels are reached when base damage permits the options.
Don't make any effect too good for the damage cost. Here is an important bit- the effects generated are not and should not be equal to those produced by magic or other limited use effects.