ROLE Update:
Apologies for no update these past 3 days. So I took some advice from someone who made a comment on my recent devlog video. They suggested something called "Blades in the Dark." which has a "Clock" system. Basically, think of it like a pie chart that fills up. Once it fills up, you get the dedicated outcome. In short, think of it like, you trying to break into a bank, if the clock is filled, you're in.
I'm even thinking of giving every emotion a clock. The enemy will have a clock for getting angry, happy, sad, or scared. When one is filled, it'll become harder for them to pacify ( Although I might make the enemy purifiable if they're scared). The way you fill up the enemy with negative emotions is with consequences, which is a feature I'm taking from blades in the dark. Consequences fill up BAD clocks, while Successes, fill up GOOD clocks! Bad clocks don't have to be just changing emotions though, it could also make the enemy wanna attack you more.
Inspiration came from watching this video around 5:45 - 12:46
There's a lot more to explain as it's a bit complicated, so I'll explain more when I make a video on this.
Also been messing around with roleplaying as party members, I'm getting better at planning how to use them in these situations. Especially with how an NPC can react to them, It will totally make it feel way different. Also another cool idea is, if you attack an enemy out in the open (not in a Russian roulette battle), you can have a party member protect you depending on their ATL (Action Luck), which I think is cool.
