Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Reshape action economy to emphasize Minor #90

Open
CBroz1 opened this issue Jul 9, 2022 · 1 comment
Open

Reshape action economy to emphasize Minor #90

CBroz1 opened this issue Jul 9, 2022 · 1 comment
Assignees
Labels
Enhancement New feature or request Under Consideration Being considered for inclusion
Milestone

Comments

@CBroz1
Copy link
Collaborator

CBroz1 commented Jul 9, 2022

Currently

  1. Major an minor are both options from level 1
  2. Only 1 Major and 1 Minor are permitted
  3. More available powers are Major - relatively few are Minor. This gives Minor the feel of a small perk if you have something.

Options

  1. Minor is available at level 1 and all Majors are gated behind level up
  2. A char may use multiple Minors, perhaps at FP cost.

(summarized feedback from @BDBott)

@CBroz1 CBroz1 added Enhancement New feature or request Question Further information is requested labels Jul 9, 2022
@LockerM
Copy link
Collaborator

LockerM commented Jul 12, 2022

General Thoughts

I thought this was an interesting idea to have 1 Major and 1 Minor be a jumping off point in the action economy. We haven't really talked about higher levels of play, and if we always just have 1 Major and 1 Minor into level 7+ then the players who chose Dual Wield or have a dedicated Minor Action might not feel like their power has expanded enough.

What about giving players more Minor Actions over time, whether level capped or as an XP investment in a Passive Power, such as "Multi-action, you may now take Two Minor Actions every time you could take one". We can then make it more scalable over time where higher levels still could take more actions.

I'm addressing each point below, but I think there's a lot of potential in instituting these mechanics at higher levels which we can discuss separately but anything above level 5 should probably be part of 1.0.1 development.

Addressing Option 1

I want people to feel the base of the game starting at level 1, and the flow of Combat will always be around both Minor and Major actions. Action economy is interesting because there's so many layers and considerations to make, and it makes many things a trade off. Do I attack this enemy or save my friend? Can I drink a potion along the way or should I wait and use my action to feed them a potion?

I don't want to gate ALL Majors behind a level up, but I think we could start with 1 Major and 1 Minor and expand over time as I mentioned above. Either through Passives or at milestone level-ups we could add in Major or Minor actions that Players can get any time, while others may be more dependent on external factors like suit of TC or if a Player is holding a specific item.

Addressing Option 2

I think Powers that consume FP could absolutely modify the action economy. We saw in playtesting how effective Lend Vigor is, and that modification of the action economy will expand over time with more Powers that effect Self as well as others. Lend Mass Vigor could be a natural progression where everyone in the Party can take a second Major Action, but it costs 2FP per character under the effect.

@LockerM LockerM added this to the 1.0.1 milestone Jul 12, 2022
@CBroz1 CBroz1 modified the milestones: 1.0.X, 1.0.0bX Aug 18, 2022
@CBroz1 CBroz1 added Under Consideration Being considered for inclusion and removed Question Further information is requested labels Aug 18, 2022
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Enhancement New feature or request Under Consideration Being considered for inclusion
Projects
None yet
Development

No branches or pull requests

2 participants