This is sort of an ok discussion. A couple things :

"Your point of view is somewhat twisted. In fact is oposite, less AP per turn more superfluous actions."

This is exactly right, for the same reasons that

"to integrate movement into more skills, especially rogue and warrior ones, like leap attacks, grapple skills, a short range netherswap + attack kind of spell for rogues"

this is wrong.

The attachment of more weight to any singular, unique outcome (set of events or actions) reduces the control over each "unit," of function within that weight.



"Tactics are how skills and moves are used and combined, not how many AP you can carry over to the next round. If larger numbers mean most people don't try planning 3 or 4 moves in advance, it isn't more tactical than if smaller numbers do encourage that."

This is silly. There seems to be a misunderstanding - I am not arguing for more action(Can be viewed as sum of units of function per turn) - I am arguing for finer control over that action (This can be viewed as the minimum discrete groupings, or proportion of total action controllable at a time; i.e. quanta). Three points vs twenty will not discourage or encourage planning ahead.

Another note - the other silly response, about how divinity 1 had so many action points you didn't have to make meaningful choices with them - again, I am arguing for better control over splitting those actions across multiple actions (many small actions, rather than doing, let's say, one or two over-powered skill and making a choice of movement in which there is no pressure to optimize your route because 1 yard - 4 yards is all just "1 ap.") and not just "more action." I like my games challenging.

I want the total divorce of movement from skills, and all the bullshit about height tactics can be fueled to greater strategic competitiveness by that.





To again quote this nonsense, "Tactics are how skills and moves are used and combined, not how many AP you can carry over to the next round. If larger numbers mean most people don't try planning 3 or 4 moves in advance, it isn't more tactical than if smaller numbers do encourage that."
pedantic, purposefully industry-specific semantic reponse - what dictates how skills and moves are used and combined is the action point economy. Example -

turn 1.
10 ap.
move distance of 1 ap towards enemy, heal ally with 3 ap, while remaining out of sight of enemy archer.
6 ap left.
turn 2.
regain 4 ap, 10 total.
move 1 ap towards enemy, into sight, and cast aggressive 5 ap spell, move 1 ap back from enemy to regain vision coverage from smoke/fire, buff ally with 4 ap cost spell.


the choices to use these skills and in this sequencing relies upon a high resolution (quantization, or breakdown) of actions, allowing for the movements and saving of ap to chain together into a complicated second turn.




"Anyway, that's the point of playtesting"

I don't know what you mean. Is there a playtest version with different ap assignments, and integrated balance, for a higher resolution action point economy?

Last edited by theflightless; 28/06/16 02:06 AM.