GMMichael
Guide of Modos
I have yet to play Dark Souls (although Elden Ring is high on my wishlist), but I've played lots of Salt and Sanctuary, a Souls-like game. In it, the PC has a stamina bar that depletes with each weapon swing, block, and combat roll (dodge). This isn't hit points labeled as "stamina;" this is an actual, short term measure of how much physical energy the PC has. The consequence is that players must ration their combat actions or deal with a winded character.
This type of stamina adds a realistic, tactical element to combat, because it makes some actions a renewable, but limited, resource. In other words, you can't just continuously hit the Strong Attack button to win; you have to plan your use of different actions and catch your breath.
Some examples:
I can see a stamina system assigning effort points to actions, like in Numenera, but to all actions - not just the special ones. "I can block my opponent's power attack with my shield, but that won't leave me with enough stamina (points) for my two-handed cleave this round." Whether this would induce more analysis paralysis I don't know, but it seems way more interesting than "I attack. I move. I attack again."
What's the best way to incorporate stamina into combat? Which system makes the most sense to you?
This type of stamina adds a realistic, tactical element to combat, because it makes some actions a renewable, but limited, resource. In other words, you can't just continuously hit the Strong Attack button to win; you have to plan your use of different actions and catch your breath.
Some examples:
D&D 4e: Encounter and daily powers are available to all classes, representing bursts of power that characters can use, though characters don't weaken by using them. These do not (always) renew in the same battle.
Numenera: some class actions require stamina in the form of damage (effectively), and any character can expend Effort to reduce the difficulty of a roll, which also effectively causes damage. The points spent come back when a character pauses to recharge them, although this can only be done once in combat. So stamina can weaken a character by spending all of the points in a (damage) pool, and it can replenish during combat.
Modos RPG: characters get three actions per round, usable at any time. A character can press the attack to find herself weakened (unable to act) for the rest of the round, or spread her actions out evenly over the course of the round. Some characters get additional actions per round, which is like having a greater stamina reserve than other characters.
I can see a stamina system assigning effort points to actions, like in Numenera, but to all actions - not just the special ones. "I can block my opponent's power attack with my shield, but that won't leave me with enough stamina (points) for my two-handed cleave this round." Whether this would induce more analysis paralysis I don't know, but it seems way more interesting than "I attack. I move. I attack again."
What's the best way to incorporate stamina into combat? Which system makes the most sense to you?