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<blockquote data-quote="Composer99" data-source="post: 9205855" data-attributes="member: 7030042"><p>This discussion has me thinking about two video games I've played that have a bit of an "older school" vibe to them:</p><p></p><p><strong>Darkest Dungeon</strong></p><p>I'm playing a lot of this at the moment. For those unfamiliar with it, it's a tactical dungeon-crawler with intricate 2D-positional combat, a dungeon-exploration gameplay layer, and a strategic roster-and-town-management gameplay layer, and the potential for very high lethality. (My first complete playthrough had a 40% mortality rate for my roster.)</p><p></p><p>In Darkest Dungeon, the characters can have up to 7 combat skills, only 4 of which are accessible at any given time. Most of these skills are usable at will, though some more powerful ones are usable a limited number of times per combat.</p><p></p><p>Overall, <em>Darkest Dungeon</em> leans almost entirely into at-will abilities, where the restrictions are action economy, positional considerations, and situational considerations, with the few exceptions noted.</p><p></p><p><strong>The Iron Oath</strong></p><p>This was in early access when I played it, so I don't really know how it's updated since.</p><p></p><p>Anyway, this has very similar combat-dungeon-overworld gameplay, but is a bit different. The characters have a few at-will abilities, but their core combat skills have a limited number of "per-day" uses (really "per dungeon" uses), with, if I recall correctly, one or two chances to recover some uses by resting in the dungeon. I daresay that this game actually handles limited-per-day ability usage better than D&D does, though perhaps in part because it's a video game - though probably also because characters don't get so many ability uses (as D&D spellcasters get spell slots) that they break the resource attrition model, and the abilities aren't so much more powerful than at-will ones that you "feel bad" using them.</p><p></p><p>It's a bit closer to D&D than is <em>Darkest Dungeon</em> in this respect. Certainly it leans more into limited-use abilities.</p><p></p><p>I don't know if these musings are at all useful, but maybe!</p></blockquote><p></p>
[QUOTE="Composer99, post: 9205855, member: 7030042"] This discussion has me thinking about two video games I've played that have a bit of an "older school" vibe to them: [B]Darkest Dungeon[/B] I'm playing a lot of this at the moment. For those unfamiliar with it, it's a tactical dungeon-crawler with intricate 2D-positional combat, a dungeon-exploration gameplay layer, and a strategic roster-and-town-management gameplay layer, and the potential for very high lethality. (My first complete playthrough had a 40% mortality rate for my roster.) In Darkest Dungeon, the characters can have up to 7 combat skills, only 4 of which are accessible at any given time. Most of these skills are usable at will, though some more powerful ones are usable a limited number of times per combat. Overall, [I]Darkest Dungeon[/I] leans almost entirely into at-will abilities, where the restrictions are action economy, positional considerations, and situational considerations, with the few exceptions noted. [B]The Iron Oath[/B] This was in early access when I played it, so I don't really know how it's updated since. Anyway, this has very similar combat-dungeon-overworld gameplay, but is a bit different. The characters have a few at-will abilities, but their core combat skills have a limited number of "per-day" uses (really "per dungeon" uses), with, if I recall correctly, one or two chances to recover some uses by resting in the dungeon. I daresay that this game actually handles limited-per-day ability usage better than D&D does, though perhaps in part because it's a video game - though probably also because characters don't get so many ability uses (as D&D spellcasters get spell slots) that they break the resource attrition model, and the abilities aren't so much more powerful than at-will ones that you "feel bad" using them. It's a bit closer to D&D than is [I]Darkest Dungeon[/I] in this respect. Certainly it leans more into limited-use abilities. I don't know if these musings are at all useful, but maybe! [/QUOTE]
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