The last post talked about initiative systems. I’m going to use the same systems to talk about how actions shape encounters, so here’s a quick recap:
- Ironclaw: Team-Based. The team that initiates goes first. Each team chooses the order of characters to act.
- D&D: Character-Based. Order of characters to act is randomly chosen for the combat.
- Shadowrun: Character-Based. As D&D, initiative is per round and higher initiative characters can have multiple turns in a round.
- Arcanis: Active Time. Characters are on a clock, and actions advance that clock. Characters at the current “time” act.
- Paragon: Active Time. Characters have a priority, that actions increase. Lowest priority characters act before higher characters.
- Mouse Guard: Declare and Resolve. All sides declare their actions secretly, then actions are resolved.
I want to talk about Action Economies. Each system has different ways of expressing how a player gets to act when their “turn” comes up. Each system also handles actions differently.
Systems like D&D and Shadowrun lump their actions into different categories. Generally, things like attacking or casting a spell or some other “I do a thing to someone else” action is considered more valuable than repositioning or interacting with an object. Thus, while players can generally “trade down” and move twice instead of attacking, generally this is only done when the “Major” or “Standard” action won’t fit here.
Ironclaw and Mouse Guard give their actions equal weight. All available actions are always able to be substituted for other actions, whereas in D&D you wouldn’t be able to substitute “interact with a door” action with an “attack that guy” action. Here, you can. This causes a new host of balance issues, where every action has to be balanced around every other potential action.
Arcanis and Paragon use the Active Time system, so they’re somewhat locked into balancing actions based on the delay they cause. Someone swinging a sledgehammer is going to take longer to act again compared to someone slashing with a knife. However, Captain Sledgehammer is going to be way more effective if he hits (ideally, slightly disproportionately more) than the knife-swinging slasher.
As a contrived example: The Knife attack may take 2 delay, and do 3 damage if successful. The Hammer may take 4 delay, and do 7 damage if successful. This is balanced. The Knife attacker may do less damage per hit, but has twice the opportunity to do any damage. The hammer user must have stronger hits, but quicker enemies may be able to constantly dart away before the hammer user can act again. Or: consider if an enemy has 9 health. The dagger kills it in 3 hits, which uses only 6 delay, where the hammer user kills it in only 2 hits but uses 8 delay.
This Economy of Actions is what makes encounters interesting.
Action Economics are Fun!
The way in which players decide what to do, what’s valuable, and what’s presently useful is what makes these encounters fun. Is dodging in D&D better than attacking? Maybe! If you’re surrounded by nothing you can disable, it’s probably better to live another round and Dodge and hope your party can assist. Has your monk gotten himself surrounded, again? You probably want to Attack and help him out (again). Shoving someone 5 feet away from you: probably less useful than attacking. Shoving someone 5 feet away from you off a ledge: probably better than attacking.
Where the game designer can shine is the available choices for the party. Sure, trying to Scare someone in Ironclaw might immediately end your turn and make you vulnerable to attacks, but that won’t matter if you terrify everyone into running away. Varying the power (more damage, potential to incapacitate) with the drawback (takes longer, possibility of being vulnerable) makes for interesting choices. Do I want to try and remove this guy from combat, knowing that if I fail I’ll be very vulnerable? It depends.
Players might have different philosophies on how they want to play. Some like high-risk high-reward. Others value consistency. Often, players want to access both. Sometimes the knife user needs an all-out attack to end it now before it ends them next turn. Sometimes the hammer player throws a quick punch to knock someone out so they can get back into the fight quickly.
The types of actions that the players can perform, and how often they can perform them, shapes how the system informs the narrative. The nimble rogue darting in and out slicing quickly with his dagger is more visible in Arcanis (more chances to act) than D&D (Standard action to attack, maybe a bonus action to off-hand strike). The raging barbarian shattering his enemies with raw fury is better shown in D&D (each attack crushing a foe) than Arcanis (more impressive hits, but less flashy due to the slower time).
What players want to do should be what they can do (within reason). The better a system can reflect that, the more the players will enjoy it.
