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<blockquote data-quote="loverdrive" data-source="post: 8141312" data-attributes="member: 7027139"><p>My idea is to add a layer of resource management into each turn.</p><p></p><p>Like, when playing a wizard, you can't just throw fireballs at every turn, because you'll run out of spell slots and be screwed later -- you need to weight your options and decide, whether the situation at hand is worth a 3rd level spell slot or not. So, instead of creating a ton of different actions that characters can take on each turn, I want to create a reason to <em>not attack </em>by making actions an expendable resource, running out of which can bite you in the arse.</p><p></p><p>With dodge or disengage, the problem is that the "cost" is too high -- you fortreit all of your attacks (which are probably a ton of damage) in order to do what? Have a slight less chance to be hurt and with leveling up this cost rises more and more. At lvl 1 dodging is a viable option, but at lvl 11, where a fighter can make three attacks for one action and enemies have a considerable bonus to their attack rolls, so imposing disadvantage doesn't mean <em>that</em> much -- it's just a no brainer, I HIT HIM WITH MY SWORD.</p><p></p><p>Again, think Dark Souls. You <em>can</em> unleash a flurry of attacks at a boss by spamming R1 or R2, but then you'll probably be open for a counterattack and unable to defend yourself. So the main gameplay mechanic isn't executing combos perfectly (like in DmC or Bayonetta or Mortal Kombat), but knowing when to attack and when to back off -- you need to manage stamina and animation frames in order to win the fight.</p><p></p><p></p><p>My goal isn't a movie-like combat (for that I have Dungeon World and Blades in the Dark and other PbtA games), but, well, video-game combat.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8141312, member: 7027139"] My idea is to add a layer of resource management into each turn. Like, when playing a wizard, you can't just throw fireballs at every turn, because you'll run out of spell slots and be screwed later -- you need to weight your options and decide, whether the situation at hand is worth a 3rd level spell slot or not. So, instead of creating a ton of different actions that characters can take on each turn, I want to create a reason to [I]not attack [/I]by making actions an expendable resource, running out of which can bite you in the arse. With dodge or disengage, the problem is that the "cost" is too high -- you fortreit all of your attacks (which are probably a ton of damage) in order to do what? Have a slight less chance to be hurt and with leveling up this cost rises more and more. At lvl 1 dodging is a viable option, but at lvl 11, where a fighter can make three attacks for one action and enemies have a considerable bonus to their attack rolls, so imposing disadvantage doesn't mean [I]that[/I] much -- it's just a no brainer, I HIT HIM WITH MY SWORD. Again, think Dark Souls. You [I]can[/I] unleash a flurry of attacks at a boss by spamming R1 or R2, but then you'll probably be open for a counterattack and unable to defend yourself. So the main gameplay mechanic isn't executing combos perfectly (like in DmC or Bayonetta or Mortal Kombat), but knowing when to attack and when to back off -- you need to manage stamina and animation frames in order to win the fight. My goal isn't a movie-like combat (for that I have Dungeon World and Blades in the Dark and other PbtA games), but, well, video-game combat. [/QUOTE]
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