echoVanguard wrote:mean_liar wrote:TheFlatline wrote:words
I haven't played Twilight Struggle, so I'll focus on this part here.
This, this, this. +1 forevs.
A keyword/tagging system for actions with RPS superiority/determination of advantage, malleable axes of attack and defense altered by action choice, or SOMETHING. ANYTHING.
What about expenditure of a resource that has non-trivial recovery, especially if success of the action isn't assured? To use a D&D example, what if Eberron spellcasters had to spend an action point to cast a spell?
That only works if one of a couple different concepts is fulfilled:
1. You can't rely on your action points being refilled at a given rate
or
2. Action points could also be used for things that are equally important to blowing off a spell. Like if you could only heal magically if you popped an action point: Then, spellcasters have to fear every single point of damage they take, because healing degrades their offensive capabilities.
Otherwise it's the same spellcasting system as we already have, just on a far more limited basis.
The point of Twilight Struggle is that abilities trigger from both players. There's an inherent value in popping cards for Op points (they are the currency of the game), but if the card benefits your opponent, he gets the benefit while you get the points. The real depth at that point is figuring out the moment to pop that card, get the points (while they're still useful), and yet find a moment or situation where the benefit you're giving the opponent is minimized, or even completely useless (or even rarely a negative). There's inherent risk/reward to each action.
I'm not saying the same concept should be adapted to table-top, namely because card-driven combat is balls and you'd have to come up with complex interactions for every character class and every NPC, which is balls, but that core idea of risk/reward needs to be the crux of combat. Nobody remembers the combats where the mage casts fireball and cuts down 50 orcs and the fighter cleans up. Players remember the fights where the balance of power swings on one attack or one saving throw. They remember taking big risks and having them pay off with luck and planning.
In AD&D, even getting off a fireball was an achievement, because usually half the combatants got to go while you were sitting there casting, and getting shot or hit fucked your spell up. Not to mention that counter-spelling was an actual valid tactic that didn't require you readying an action to make a spellcraft check and if you had dispel magic or the exact same spell memorized you had a *chance* to fizzle the caster.
You don't even necessarily need spells per day to make risk/reward work. Look at Shadowrun for example: you can cast little pissy spells all day long and not blink. But if you need to haul out the big cannons, you're risking significant chances of blacking out or physically injuring yourself (and thus geeking you) by amping up the power levels. The magic system therefore becomes interesting and tactically deeper than D&D.