Turn-Based Combat Discussion/Brainstorming
#18
Reaction Phase
You can cast a Skill during your opponent's turn as a counter, if they declare a Skill that one of your own can intercept. Intercepting Skills are highlighted in your hand for 15s if the option is there; if not it'll just skip the phase.
If a counter isn't declared even if one is available within the 15s, then the opponent's Skill is cast per normal.
If a Skill is used as a counter, then its Mana cost and Cooldown are doubled.

Counter example,
They cast a projectile Skill. You have a projectile of your own can 'clash' with this, so you d so; both projectiles meet in the middle and the one with the highest damage wins, dealing the remainder of the damage to the enemy (f.ex Mana Missile of 8d/300pow 2400 is defeated by Lightning Arc 6d/450pow 2700, so the incoming Magic Missile is negated and the Lightning Arc deals 300 damage)

Mana
Proper mana management is especially important. High grade Skills often take multiple turns to charge and a chunk of mana. You gain 10 at the start of every turn. Excessive use of counters will quickly deplete your mana and grant an upper hand to your opponent, so you'll want to pick and choose these moments carefully.

Cooldown
Similarly, cooldown management plays a role. Each time a Skill is cast its cycled back into the grimoire, but it's 'inactive' until the cooldown period ends. It's a big risk to cast Eruption as a Counter, because its base cooldown of 5 is now 10. That means less options overall, and a potential dead draw. The more you counter the more you risk putting yourself into a corner.

Team Battles
Skills will be balanced with 2v2s and 3v3s (and greater) in mind. You can defend a party member if they're a range with a counter, or by just being in the line of fire to take incoming hits in their place. Coordination and placement matters. Combo attacks will also be incentivized. 

Roleplay
There will be no 'turn timer', purposely. Only counters/the reaction phase has a countdown of 15s, for the sake of battle smoothness. There will be rules and courtesy around 'taking too long', but this IS a writing platform. Opting not to have a timer to rush people when something interesting is happening is for the best.
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RE: Turn-Based Combat Discussion/Brainstorming - by Chance - 05-05-2024, 11:05 PM



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