krbz999 / artichron

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'Action Points' tracking #24

Open krbz999 opened 2 weeks ago

krbz999 commented 2 weeks ago

Action Points, or pips, are a resource used to track the actions of a combatant during combat.

The points have the following properties:

TODO:

Update

We have agreed that combatants do not retain a maximum amount of pips when their turn ends; instead they retain all action points.

All action points are lost (and spent to determine the initiative order of the next round) once the round ends.

All combatants gain a set number of action points at the start of the round, and with additional points for each turn they have in the round. (For example: You start with 6 points but have 5 turns, so you get an additional +10 points for a total of 16.)

Mythacri commented 2 weeks ago

All the actions for spending pips seem to be fine. I like the addition of unused pips lowering the crit threshold instead of carrying over to the next round.

Fusing an item as by spending a pip seems okay but are players going to be fusing items in the middle of combat?

TODO: Pips are restored naturally at the start of each round. A player regains a number of pips equal to their maximum pool of health dice.

I would suggest a combatant starts with a number of pips equal to their health dice + their stamina dice or mana dice, whichever is higher. This way a player's maximum number of pips increases as they become stronger.

At the end of a combatant's turn an amount of unspent pips equal to the number of their maximum stamina dice or mana dice are carried over to their next turn. The goal here is similar to the one above where the player's abilities grow naturally over time.

Please advise if this sounds good. If not, I can also come up with a pip system where the pips are their own values and are not tied to the characters abilities at all.

krbz999 commented 2 weeks ago

I'll give my thoughts on each of the suggestions individually.

Pips are restored naturally at the start of each round. A player regains a number of pips equal to their maximum pool of health dice.

Why health? Also 'regain' implies to me that there is a maximum. I am wondering if there should be. We could also involve a dice roll here somehow.

I would suggest a combatant starts with a number of pips equal to their health dice + their stamina dice or mana dice, whichever is higher. This way a player's maximum number of pips increases as they become stronger.

I get that health dice need a bit more involvement, but I'm not sure I see the logic behind tying pips to them. Agree that the starting amount should be something static however.

At the end of a combatant's turn an amount of unspent pips equal to the number of their maximum stamina dice or mana dice are carried over to their next turn. The goal here is similar to the one above where the player's abilities grow naturally over time.

This part sounds good to limit the pips so it doesn't grow insanely. It might still since a combatant can get many turns in a round, but that's an issue for later.

Bonus question: Is the cost to defend (parry or block) always 1, or is it equal to the cost that the weapon/spell/shield has to attack?

krbz999 commented 1 week ago

We have agreed that combatants do not retain a maximum amount of pips when their turn ends; instead they retain all action points.

All action points are lost (and spent to determine the initiative order of the next round) once the round ends.

All combatants gain a set number of action points at the start of the round, and with additional points for each turn they have in the round. (For example: You start with 6 points but have 5 turns, so you get an additional +10 points for a total of 16.)