Two combatants face off in melee combat. I'm looking for ideas regarding "tactical advantages" that one or the other can obtain during the course of battle.
The two most obvious advantages are:
+X to attack,
+X to defense.
But I'm wondering if there are other tactical advantages which do not just boil down to attack or defense bonuses. Any suggestions?
Thank you for the quick responses!
The core gameplay has a lot of character specific manipulation already, including an abundance of keywords! (And I agree, using the keyword alone is not sufficient, which is why my cards spell out each condition, persist when necessary, etc..) The closest game to my “Boss Battle” phase (there are 3 phases to my game) is probably Aeon’s End. Like AE, my game is two player controlled characters against one AI boss. (My mechanisms are very different, but the concept is close enough.) Now, imagine each character and the “nemesis” has their specific deck, and now imagine ANOTHER separate small Tactics deck off to the side which offers various bonuses.
These special Tactics offer an “add on” for more choice and variety. For example, our hero on his turn COULD play his card that does 2 Slash damage and causes Bleed for 1 round, OR he could go for a temporary Tactics card (such as “high ground”) which affords him an ongoing bonus to future attacks (such that next round, he’d hit for 3 damage and cause Bleed for 2 rounds, etc.) And if he doesn’t take it, his opponent might! (There are more reasons that just always taking an available Tactics card might not be advantageous, but TMI for now.)
So the challenge is to consider what ongoing Tactical Advantages might make sense to offer. These Tactics cards need to be generic enough to apply to all characters and creatures, (all who come with a plethora of special abilities), which is where I found myself considering what options might exist beyond boosts to just attack and defense.
The other “stats” do include HP, but things like HP steal (“vampirism”) are covered within a specific character’s “keyword” abilities, and not something generic that any combatant could thematically benefit from.
I do like the “stealing resources” idea! Initiative is something of a resource in my game, and that might work really well to use the opponent’s initiative resource against them!
I also like the counter-strike mechanic as an idea! Reflect a certain type of damage back when hit.
As for absorption, players already decide which one will take the hit.
I also may consider temporary Spell/Physical immunity. (Range is something I’ve been thinking about integrating, but I want to explore this on a separate thread.)
Fear, Outcast, Slave Driver don’t really fit for what I’m thinking for general add on Tactics, and I do have “Battle Cry” (as opposed to Warsong) as a character ability.
I thank you both for your ideas so far! I think there are a number of things you’ve suggested that I can work with.
Cheers!