Originally Posted by Shadovvolfe
But multiple actions is the entire point of AP instead of a move/act system. You can spend all your AP on moves, buffs, items, attacks, or any combination thereof. You can't increase AP costs across the board because then it essentially becomes a move/act system. You COULD increase AP for aoe attacks (as I think they should; a basic attack should always be your cheapest option) but I see nothing wrong with characters who are already in melee range striking 2-3 times per turn.


There's a lot wrong with it it's too much potential damage for one character to have in a tactics game. Every action should create room for a reaction, things like 3+ basic attacks per turn are bad since it has no cooldown and no counterplay.

High damage in one turn should always come with a risk. Basic attacks are inherently without risk and getting a majority of your damage from 3+ basic attacks in a single turn isn't good gameplay.

For a ranger to deal high damage from a large range the risk is that they are immobile on their high ground roost, they are weak in close range (there should be penalties for using a bow as a melee weapon), and preferably they would have low mobility and no spells like tactical retreat. Since there are finesse weapons it adds another nice layer of reaction and risk, allowing them to still be useful if they're forced into melee range while punishing them if they weren't thinking ahead or if the attacker was sneaky.

For a wizard to deal high damage from a medium range the risk is that they are extremely weak and have long cooldown's, so it's important to use the spells effectively. A spellcaster would have utility spells to mitigate the risk of them being extremely weak in a medium range, but these things would need to be planned in advance.

For a warrior to deal high damage from melee range the risk would be that they are in melee range, and that they would have to forgo some tank stats to achieve their high damage. This could either be in their overall build or with a move that deals high damage to an enemy at the cost of self inflicted cc or stat loss.

For an assassin to deal high damage from melee range they would have to play smartly and bide their time in most fights waiting for the proper moment to strike. The risk with assassins is always that once they go in, immediately after they are weak to all forms of retaliation, making the planning of their extremely high damage important if they want to live past one hit. This means that assassins shouldn't be able to move or stealth or anything after a heavy damage move, their turn should just end.

I'm not good with coming up with this shet but these are pretty vague so there ya go. Things need risk, everything needs risk because it creates gameplay and advantages and disadvantages. Anything that has no risk should either be weak or removed.

Last edited by chocolate; 20/10/16 11:59 PM.