DeckofAdventures / TheGame

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https://deckofadventures.github.io/TheGame/
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Action Economy and 2nd "Action" #30

Closed LockerM closed 2 years ago

LockerM commented 2 years ago

RAW right now (3/28/22) has every turn you can take two actions, and the second action is drawn at the Lower Hand (2).

Idea is to add simple powers or an additional mechanic like a Passive power or skill mastery that allows you to draw a normal check for a specific skill related draw in combat.

Skill Example So you're proficient in Detection checks, you can make an attack and then use your Detection skill to learn something about your opponent or the battlefield without drawing with the Lower Hand.

MultiAttack Example The idea here is to potentially give players a Simple Power that allows them to make another attack using their second action without drawing at the Lower Hand when they are wielding a specific weapon or item to make their attacks. This can be for dual wielders or martial classes that can attack quickly, as well as Casters who want to send two simple spells out in one turn can do that when they take a Simple Power that allows them to make that. This can be accessed at a higher level than just skill checks as the second action, and potentially at even higher levels can allow for additional attacks to be made above 2 by adding back in the Lower Hand as a mechanic.

LockerM commented 2 years ago

Thinking through this more I think we need to actually make the ability to take a second attack action a Power. It makes functional sense for a Martial or Caster to be able to get proficient at making multiple attacks in a turn (using both of their Actions), but the idea that a Support or a beefy Defender would be able to do the same doesn't make sense.

We should make it a Simple Power that doesn't require Energy Points, but give it as options to any player that wants to take that power for a solid amount of EXP (not sure the amount yet, but more than a Major power since it affects every turn without resource expenditure). Then we can make it an Advanced Simple Power for more EXP down the road for them to make that second attack without the Lower Hand modifier.

This will keep it more on par with other TTRPGs where multi-attack comes down the road, not right out of the gate, and when it is unlocked it isn't game breaking because it factors in the Lower Hand mechanic to start. Players who want to deal a lot of damage to a single target will want to spec into this Power, but Support and Defenders may be more interested in powers that offer battlefield control or tactical advantage over multiple opponents and therefore consider it a worthwhile trade not to take a Power that allows them to multi-attack.

If we only allow one Attack action per turn, maybe we designate that Simple Powers and Minor Powers can be used as the secondary action, along with a host of other smaller actions that could be on the same realm as a Bonus Action - using a healing potion, disengaging from a nearby enemy, attempting to jump or climb over something, or making a standard check like a Detection Check or an Intimidation Check, for example.

CBroz1 commented 2 years ago

Do you expect to propose a resolution in your next PR? It seems like we're really racking up the number of items that are atypical (not simple, minor, major). Do we need to separate our cost and point consumption features instead of having 3 categories?

LockerM commented 2 years ago

I can propose a resolution that kind of aggregates those pieces in a more straightforward way, but after playtesting it by using the second attack action with the lower hand it just makes more sense for it to be a feature of a character more than a standard part of the action economy that every character who wants to attack twice can.

I would like to make this something that is an option for every character and is not limited by role, so that people who want to be a Defender can still attack twice when they upgrade their character so the thought of making it a simple power applied, but I agree that we should make it more clear each category and what those mean.

We currently have Simple Powers doing double duty of "passive" and "action required but no resource cost". Maybe we need it to be a split where Simple = Passive (always on, no cost), Minor can be 0 or 1 EP cost, and Major is 2+ EP cost. I'll give it some more thought and open to other ideas.

CBroz1 commented 2 years ago

If the descriptor doesn't tell you the XP/EP cost, that makes it seem like we need a secondary cost value. Like XP cost to add to char and Use cost in EP once added

LockerM commented 2 years ago

In my latest PR I removed the 'second action at lower hand' mechanic. The solve, instead, I think should be to have the Powers and actions themselves dictate whether a character can use them in a given turn. I think we still give all players a second action, and not categorize them as primary vs. bonus action, but have each character's set of powers dictate which actions can be used on a turn. Below I propose some sample powers and mechanics that could help solve for this instead. These suggested powers would be folded in as part of the 1.0.0b1 core changes.

Examples: a Martial dual-wielder may take the 'Dual Wielder' Simple Power which indicates that they can take a second attack on their turn by drawing with the lower hand.

A Caster might use a Major Power that indicates that it requires both actions from a turn to cast.

A Defender can use their first action to activate the Simple Power 'Guard Up' which replenishes one lost Armor Point, and then their second action can be a standard attack.

A Support can use a minor power 'Heal' which allows them to use an action to heal 1 point of damage on their turn. We could also create a Major Power 'Major Heal' that allows the Support to use both actions to heal 2 HP total.