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Action Economy - explicitly define options #54

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Tracked by #68
CBroz1 opened this issue May 7, 2022 · 2 comments · Fixed by #68
Closed
Tracked by #68

Action Economy - explicitly define options #54

CBroz1 opened this issue May 7, 2022 · 2 comments · Fixed by #68
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@CBroz1
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CBroz1 commented May 7, 2022

We decided that a turn includes 2 actions, and that specific powers will grant the ability to attack twice. What are the other options? Are they limited by number of FP spent? By limiting by FP, it might feel penalizing to use strong powers.

Characters with non-attack abilities (e.g., Lend Aid) if permitted as 2nd action might feel a little OP

How is an attempted grapple different from the Momentum ability?

@LockerM - Thoughts?

@CBroz1 CBroz1 added the Enhancement New feature or request label May 7, 2022
@CBroz1 CBroz1 added this to the 1.0.0b1 milestone May 7, 2022
@LockerM
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LockerM commented May 7, 2022

There's 2 options here that I can see:

We go with a Primary/Secondary Action Mechanic, where certain actions take up that valuable Primary slot and others are the Secondary slot. I don't love this because then we need to deem everything Primary/Secondary, and the majority of actions will be deemed Primary.

Second option is to explicitly state which types of actions take 1 action or 2 actions. I think by FP makes it cleanest, where a 1 FP power takes 1 action and a 2 FP power takes 2 actions, and you can only use one Power per turn unless otherwise specified. This would mean that you can either Attack or use a Power, and if you Attack and have Dual Wield you can use your second action to Attack again at the Lower Hand.

Proposed language:

On your turn, you can take up to two actions. Certain Powers require both actions to take, which is denoted by FP cost. Any Power that requires 2+ FP to use takes up both of your actions. Other Powers take one action to use, but you may only use one Power per turn.
Other actions you can do on your turn include Rush (double your movement), additional options here, interact with an object, or an improvised action not on this list
Additional actions you can take on your turn include making a Skill check, such as:

  • Grapple: Brute - cause a creature to be entangled
  • Hide: Stealth - enemies must make a Detection check to see you
  • Inspect: Detection - learn something about an opponent or the terrain
  • Additional options here

What do you think of the proposed above @CBroz1?

@CBroz1
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CBroz1 commented May 7, 2022

I worry that a 2FP move taking both actions would feel like a punishment on your big moment. The following comes to mind, but it certainly sounds like other games.

On your turn, you can take 1 Major and/or 1 Minor action. The unless otherwise specified, a Power is a Major action. The list below are possible Minor/Major actions, but a GM may permit others. If an action specifies a skill, this is requires a check.

Minor:

  • Object interaction: handle/use an item
  • Inspect: Detection or Investigation vs. GM-determined DR; learn something about an opponent or the terrain
  • Convince: Bluffing vs. GM-determined DR; convince an opponent to change their course of action
  • Recall: Knowledge vs. GM-determined DR; determine if a character knows a specific piece of information

Major:

  • Rush: double movement
  • Grapple: Brute vs. target Finesse or Brute; cause one creature to be entangled
  • Hide: Stealth vs. target(s) Detection; impose Lower Hand on attacks against you by target(s) who failed

A power would permit Rush as a minor action

@CBroz1 CBroz1 mentioned this issue Jun 4, 2022
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@CBroz1 CBroz1 linked a pull request Jun 4, 2022 that will close this issue
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@CBroz1 CBroz1 modified the milestones: 1.0.0bX, 1.0.0aX Aug 18, 2022
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