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@swiftcoder + others:
When you say that you think HP for each descriptor, are you indicating that each descriptor has a health, and when all descriptors are "dead" the character dies? Or are you meaning that when *any* descriptor dies, the character dies? Although I was generally trying to get away from the whole health concept, I kind of like the thought of having the character die if any descriptor dies.
I would just want to note that this dynamic is that of fire fighting, where there are Fuel, Heat, and Oxygen are the three necessary elements to sustain a basic fire. Removing any one of those three and the fire is out. The action depends on the situation.
Another way to think of this design is that the baseline of the fighting is delegated, as in DOTA, where the bulk of the work is done by the npcs, but hero actions are necessary to tip the balance (else the game won't end in a long time). In a system like this, the player is relieved from the grunt work and only plays the decisive actions.
Similarly, a RPG combat system could let melee fighting to be automatic, and the player only decide on specific actions. It is a balance between:
1) Having the player keep watching or waiting for an "opportunity"
2) Given the player too much control of "creating opportunity" such that the game is mechanical.
Tennis is a similar game, but in tennis, the opponent is adaptive. What about a simplier situation where the enemy is not adaptive?
One way is to make the weakpoints of the enemies a little random, make the basic fight to end fast with the player defeated, so that the difficulty is in identifying and matching the action with the assigned vulnerabilities in time. The situation is spell-chaining, where the PC has multiple fire spells but does not know which one the monster would be vulnerable to at a moment until the first spell is cast. When the first spell is cast, the graphics shows the next vulnerability of the monster momentarily, and the PC needs to cast that spell within time limit. It is easier in multiplayer combat because different character could be responsible for different spells (I am not talking about online multiplayer game where lag could be a problem, but console multiplayer game, where you starts the chain, and your partner executes the second part of the chain depending). In such a system the gameplay is reflex, preparation (and knowledge of possible combos), learning, and team organization.