For a Tactical - RPG game, I wanted to add a system using stamina. I would like to hear your opinion.
- Each character has a amount of stamina.
- At the beginning of his turn the character regain some of his stamina. The amount of stamina recovered depends on the previous situation the character is in. If he is surrounded by enemies, he will regain less Stamina, than a character who is safe.
- Each action cost a certain amount of stamina.
- The stamina is taken into account for most calculus. (for example : damage = Force * stamina)
- When a character take a hit and is about to die because of it, he has a chance to use a large amount of stamina to evade the attack or reduce the impact of the attack. If the evasion don't work, he die. If it work he is safe but exhausted.
- When a character is hit, he lose some hp and stamina.
- A character can burn more stamina to perform some action (a supplementary action, a special action)
- A character can burn its stamina max to be as effective as if he was at full stamina for one turn. Afterward, he will lose his stamina max, and lose a lot of stamina. (Something like, 1/10 stamina left, and stamina max = 5) It's only for the duration of the fight.
- Your maximum stamina depends on your health state. An injured character has only 60% of his stamina max.
And there is the analyse I made for this system.
The + of this system :
- No more over-powerful unit, if he is tired, he became as weak as anybody.
- You have to take care of your character, they are more fragile.
- More comeback possibilities. "Ok, I'm cornered, I will go all out and burn all of my characters stamina to perform a big offensive!"
The - of this system :
- Slower. They may be situation where you'd rather wait that all your characters have full stamina before moving.
- No more over-powerful unit. Even against weaker enemies, you can exhaust your more powerful character. And render him useless.
Thank you for reading.