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(4 edits)

Nice work! Some random design daydreams because this one inspires me: 

I agree that Assess may be a little too "easy" of a choice, and I thought up a couple ways to address it that seemed fun. One is, if enemies with different visuals could only be proficient in *specific* areas (e.g. fire spirit can be proficient in attack or dodging, golem could be proficient in defense, mind, or some other third thing), I could see more texture in deciding whether to use it or not. An enemy who could only be strong in speed or defense would be easier and safer to sus out without checking. An enemy that could be strong in attack (among 2-3 other things) could be much more dangerous much more quickly, though. Meanwhile, there could be foes who could excel in attack or mind, but become *much* more dangerous with the latter than the former.

Just increasing the move's MP cost feels like a difficult balance - slightly too high and it would start to feel borderline worthless? But if you gave it another property, I could see it working? One thing I thought could be cool though would be like... all of the MP moves have an opportunity cost, in that using them results in you taking damage and not dealing any in return - if Assess also guaranteed the next attack would miss, this would remove that opportunity cost, which I think would enable you a lot more wiggle room to jack the MP cost *way* up, like as much as 5? Which I think could make it feel worth abstaining from sometimes without the move feeling worthless. Heck, depending on enemy design it could even function as a scuffed method of dodging dangerous attacks. Thinking some more, it would also more strongly differentiate the move from other means of collecting info, because a dodged hit would offer no information itself.

Anyway! This is just random musing. Thinking about RPG is fun.

(1 edit) (+1)

that's a great point about opportunity cost. what it makes me wanna do instead is add to assess a one-turn "stun" flavored as the enemy sizing you up in return. a little bit of calm before the storm.... of course you could have enemies size you up regardless, but there's a neat unexpected flavor if it's something they always (or *usually*) do in "response".

the idea of different enemies coming with different limited sets of variants makes me excited all over again about transplanting these mechanics to a dungeon crawling setting.. i think it could really work for like a 2-4 hour single character rpg. i've always liked it when rpgs emphasize "learning" enemies, and getting to pick up like "ok these guys never actually excel at speed, so if i'm getting outsped it's ALWAYS a me thing" is a very texture for that. you could also use different language for different enemies adding a layer of interpretation when dealing with new foes - a high attack griffin probably doesn't have "sublime grip" but maybe a "hooked beak" or even something more abstract like a "predatory gaze"...

yeahhh yeah yeah!! love all of these thoughts. one thing I also think is particularly nice about different enemies having different flavors is that the idea feels simple and broad enough that, if developing under time pressure, I feel like you wouldn't necessarily need to remember precise language or combinations or numbers, you could just anchor your thinking in that concept and follow the visual design of whatever enemies you decide to work with