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Avoiding Death Spirals WHILE making damage count
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<blockquote data-quote="Pedantic" data-source="post: 8952182" data-attributes="member: 6690965"><p>This puts me in mind of Jeff Vogel's CRPGs published through Spiderweb Software: Avernum (used to be Exile), Geneforge, For the Queen etc.</p><p></p><p>They all use a very similar action point system, with the caveat that you can take any action as long as you have 1 AP left, your turn will just end thereafter if it would take you over the maximum. They also had some interesting incentives, where items tended to be lower power than spells/abilities, but took only 2-3 AP to use, so working a wand/potion into your combat routine made a lot of sense. Those games use a point buy system with some primary attributes that serve as prerequisites and provide increasingly inefficient scaling to a large quantity of skills, and the skill that ups your action points is usually in high demand. They also did stuff like offering a chance to swing more than once once when you attacked, or items that occasionally made an action not take points or messing with the point efficiency of specific actions/movement and so on.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8952182, member: 6690965"] This puts me in mind of Jeff Vogel's CRPGs published through Spiderweb Software: Avernum (used to be Exile), Geneforge, For the Queen etc. They all use a very similar action point system, with the caveat that you can take any action as long as you have 1 AP left, your turn will just end thereafter if it would take you over the maximum. They also had some interesting incentives, where items tended to be lower power than spells/abilities, but took only 2-3 AP to use, so working a wand/potion into your combat routine made a lot of sense. Those games use a point buy system with some primary attributes that serve as prerequisites and provide increasingly inefficient scaling to a large quantity of skills, and the skill that ups your action points is usually in high demand. They also did stuff like offering a chance to swing more than once once when you attacked, or items that occasionally made an action not take points or messing with the point efficiency of specific actions/movement and so on. [/QUOTE]
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