What are some ways in which one can make it in a turn-based combat system to differentiate between fast and slow weapons and characters in the game? I did mention in one of my previous posts concerning my idea of having stats for Range, Reach, and Speed, but now I'm thinking perhaps there is a way to have speed work a little differently too perhaps by having multiple attacks per combat round besides just an accuracy bonus?
Also, when it comes to a player's turn, does anyone know of any good systems to utilize an Energy Points type of system rather than Actions?
What I mean is, in a lot of systems the player during their turn in combat is given an option like: "You have 2 actions you can do, a quick attack is 1 action, a strong attack is 2 actions etc" but what about systems that don't just use the set # of actions per turn but rather it depends on how you are equipped and what gear you are using. Look at the old Fallout PC games for instance. Or would that just be too complicated to do for a tabletop game? I know tabletop rpgs may do that, and though my game is inspired by rpgs with regard to the combat I don't want it to be overly complicated. Mainly, I'm just looking for ideas on how to handle combat speed and turns that may be possible other than simply a set # of Actions one can do each turn.
Hey X3M yes it's the same game.
"You only have about... 10 at tops, right?"
Card types in the game include:
- Character card (shows the Origin of your character) which you use to track your Hit Points, MP (if it's included, I'm probably going to use a non-mp magic system though), and other vital statistics. It also shows your starting attributes (stats), and also what your Specialization is.
- Various types of gear cards (weapons, spell catalysts, armor, rings, etc.)
- Skill cards. Which are divided into "common" and "alignment" pools, and there are different types of cards based upon specializations. Melee skills, spells, miracles, static buffs, noncombat skills, etc.
- Item cards
"I think I remember you saying that you wanted ranged units to do multiple shots. "
What I meant by that is that there is a Ranged combat prior to other units getting a chance to attack. Some Ranged weapons that have especially long range get two rather than one Ranged combat phase prior to other combat phases. Once melee occurs, Ranged can still attack but they have the lowest speed each round. There are two combat rows, you can only attack those in the back row if you have ranged attacks or if there are no enemies in the front row (this is kind of what I've settled upon after the discussion concerning ranged combat in my other thread from the past).
"It is good to gather hints and tips of other designers. Map them. Make a desirable combo. And work further on this."
Definitely. I've been studying what other people have done and chatting with many people on the subject.
"If you want more advice on the combo, create an overview of every mechanic that you want to use for the combat. From there, little tweaks can be applied."
I'm writing a simple ruleset for about 3 different systems in regard to the combat I have in mind for the game. I think what I'll do is write them down and make a few pieces of gear and enemy/characters cards and see how it plays out in practice and then choose one of those systems I think works best and develop it more from there.
"Out of some experience in the video game designs, I know that Speed and Range are 100% intertwened to start with. You have to think about it at the same time."
I've been noticing this too recently. That brings up another question that's been on my mind though concerning stats in the game:
Should whatever stat governs accuracy with weapons be separate from a stat that determines how agile/evasive one is? Or can they be grouped under one stat (i.e. like a Dexterity/Agility stat)? Or would that make that stat too powerful?
Stats I am considering having for players in the game:
1. Exploration 2. Strength 3. Agility 4. Willpower ..and possibly 2 other stats that I'm still contemplating on.