Crucible Playtest Two - Action Economy Changes
One of the most significant areas of focus following hands-on feedback and development of Playtest One involves some important changes to action economy that will be arriving in Playtest Two. Largely, the "three action economy" of Playtest One delivered on the heightened level of action and decision making I want for character turns in Crucible, but there were a number of key challenges that the implementation was failing to adapt well to.
What Was Not Working Well?
Some of the problems included (but not limited to):
- The integer basis for action points meant that moving from a 1AP action to a 2AP action had to deliver a significantly greater expected effectiveness. It was difficult to walk the line of balancing special actions to have a heightened action cost without going too far and making them overpowered. A example consequence of this balance difficulty was that "Strike x3" was too effective in many cases compared to using a more expensive action. Similarly, two-handed weapons had to deal too much damage compared to 1h weapons in order to justify their doubled Strike cost.
- The system lacked a meaningful way to differentiate between different weapon types on the spectrum of faster and lower damage to slower and higher damage. There was no good way to make daggers situationally preferrable to shortswords.
- The system of action points saving over to increase your Initiative in the following round is a good one, but it was seldom used because it was very rare to find a situation in which you felt good about spending fewer than all 3 action points on your turn.
- For the same reason as above, it became unrealistic to design Reactions which incorporated an Action cost, this forced most reactions to incur a Focus cost only, diluting the rationale and nuance behind a two-resource system.
- Giving a creature an extra action, or reducing their action pool was a hugely impactful buff or debuff. Bosses with 5AP were extraordinarily effective (partially justified), implementing spells like "Haste" or "Slow" became difficult to balance, and talents like Blood Frenzy which granted a bonus AP were too powerful.