Hi
Im doing a party dungeon crawler with permadeath, similar to darkest dungeon.
You have a party of up to (in the end) 6 characters, which can be placed in front or back row. You gear up in town and set out to clear dungeons. If you give up and go back to town to heal and rest (to save characters close to death), the dungeon is reset.
When you encounter monsters, combat is turned-based and each character can perform one attack or special skill (based on class) per round. However, there is several ways to handle this:
1. All skills (including basic attacks) are "equally good" and you can choose anyone each combat round (used in darkest dungeon)
2. Like 1 but each skill has a cooldown of X turns. More powerful ones have longer cooldown. Cooldowns only refill during combat, not while exploring (so CDs will remain into next fight).
3. Skills cost mana/energy to use, so more powerful skills use more mana, forcing you to plan. It regens in town only (maybe with rare potions as well.
4. Use both CD and energy (like most MMORPGs, like wow)
5. No mana is used. Skills are limited use. So you can only use ice bolt 2 times and healing wave 1 time. Resets in town.
What are your thoughts on this? Each character already has HP and morale bars, so another bar (mana/energy) might be too much. BUT including an energy-bar might open up that for other tactical choices. Do i use 20 energy to forage for food / break open a door / climb a watch tower during the travels, or do i skip it to use more energy for skills in combat?
I want to avoid making heals (and other skills with remaining benefits) endless/renewable which would defeat the need to go back to town (is a problem with method 1 and 2).
Thanks for your input!
Erik