There could be things you run around and collect that give you more time, or more authority.
Also, running out of time could be the end of the battle (but probably shouldn't be)
Type of Inspiration
Mechanic
Inspiration drawn from
Falling asleep.
Description
In combat, collection of things could be a mechanic that provides bonuses to the strength of action or decreases the time for an action to execute. If it is time-based, it could alter the initiative order of turn-based actions.
Example:
Guardian moves 5 spaces and collects a booster.
Guardian applies booster to next defense, which would normally be a weak one. The defense is now much stronger.
Problem this is trying to solve
Having a limited amount and variety of actions will be boring and overly simplistic. Collection allows for an easy multiplier of action detail, more meaningful choice in combat, and a higher probability of emergent gameplay.
Only downside will be balancing.
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