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Original post by Spoonbender
Well, how do I, as a player, know which skills it would be tactically wise to bring to the fight?
Feedback can come before the battle, during it, or after it. Assume that players can learn about opponents from others, and/or can typically survive enough fights to learn strengths and weaknesses.
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Maybe an idea would be to reuse the 'phases' idea from earlier. Divide the combat up into two or three phases, but allow user input in between them. So the first phase(s) can be used mostly to test your opponent, figure out which tactics you should use, and then in the last phase(s), you can unleash your specially composed skills and tactics.
I'm not really worried about how to get that information to the player. I'm worried about the actual game design and mathematical/statistical model behind the choosing of tactics and the way in which combat is resolved based upon them.
Perhaps I'm not making myself clear, so I'll attempt to rephrase what I'm getting at. Outside of computer RPGs, you have games that resolve themselves in many different ways: Tic-Tac-Toe, Blackjack, Chess, Magic: The Gathering, Dominoes, Rock-Paper-Scissors. etc. Yet in computer RPGs, we almost always defer to a system of needing X% to hit, and merely perturbing that percentage to account for skills and the like. Generally it isn't very tactically rewarding to merely maximise a percentage and then wait to roll enough hits. I'd like to see systems that reward more player skill by giving you more meaningful choices, and in this case ideally before the combat rather than during it.