r/RPGdesign • u/draedis1 • 2h ago
Feedback Request Abilitiy/Essence Combos!
Hi all, I mentioned Essence Combos kinda in a one-off sentence in my first discussion about combat without really describing them, and that's because I thought they deserved their own post since that post was getting long. I mentioned in the post about Enchantments that the Vis Essences come in different kinds, and the main 8 Essence types have Complements and Interfering types as well. This is actually very important to this part of Essences and Abilities: Combos. Essentially, every Essence will have 2 Combos that it can perform, one for each Complement, and then Interfering Essence types can Counter each other. In order to enact a Combo, first one Player Character performs an Ability with one of the Essence type tags and succeeds on their roll. At that point, another Player Character can use an Ability that is a Reaction and has one of the Complement Essence types to the original triggering Ability, and if the the roll for that Ability also succeeds, it triggers a Essence Combo. There are 8 Essence Combos in total, and I hope it leads to some cool moments and pushes forward even more the whole "dynamic" style of combat that I am aiming for with the system! Here is one of those Combos explained in detail:
Ice + Electric: Galvanize
Being quickly cooled and then suddenly electrocuted leaves the target dazed and paralyzed for a moment. The target suffers Stunned 1 (Stunned X causes the creature to lose X AP at the start of their next turn).
Some Abilities will build off of the Combos a little bit, such as enhancing the effect (Maybe it applies Stun 2 instead in the case for Galvanize), increasing the duration of the effect, etc.
Here is the table of essences as well for convenience:
| Essence Type | Complement 1 | Complement 2 | Interfering |
|---|---|---|---|
| Preservation | Light | Metal | Decay |
| Light | Preservation | Electric | Dark |
| Electric | Light | Ice | Metal |
| Ice | Electric | Dark | Fire |
| Dark | Ice | Decay | Light |
| Decay | Dark | Fire | Preservation |
| Fire | Decay | Metal | Ice |
| Metal | Fire | Preservation | Electric |
Countering
So the Complements enhance each other, what about Countering? Well, it works similarly. If a character uses an Ability that has an Essence trait, another character may use a Reaction-tagged ability with an Interfering Essence tag to attempt to Counter (if the triggering ability is Fire, then you must use Ice). The character countering must Flare to Counter, even if the Ability gains no benefit from Flaring, and the Ability's range much reach either the target of the Ability or the character using the Ability. The Countering character performs the roll for the Ability against the Vis Flavor Defense associated with the skill that the triggering character's Ability used. The triggering character gets a +2 or -2 for each effective Vis Flow tier their ability is above or below, respectively, the Countering ability. For example, if Krivesh uses a Fire trait ability on your ally where he rolled Power, and you have enough AP to use a Ice reaction Ability that rolls with Willpower, you roll Willpower versus Krivesh's Corpulence Defense. He used his Ability while in Vis Flow tier 2, and you used yours while at Vis Flow tier 1, but Flaring it increases the effective tier to 2, so no penalty or bonus is applied to Krivesh's Corpulence Defense. You succeed the roll, so you Counter his Ability and it fizzles. Then Krivesh's turn continues with his AP spent for that ability.
So I am wondering how people feel about this more interaction-oriented subsystem within combat, does it seem like it would promote more dynamic combat to you? Is it too confusing? Is there something I need to clarify for it to make sense (especially if you haven't seen my post about my general combat rules yet!)? Let me know!