The Battle System
Its difficult to discuss the character design without consideration of the battle system. The battle system describes the interaction between the characters, and fulfills the purpose for every character trait chosen. Since the emphasis on this tactics system is to keep things as simple as possible, so new players can pick it up quickly, the battle system must incorporate the most intuitive rules possible.
Some important elements that must be considered in a turn-based tactical battle system are:
- When each character gets to take it’s turn (character sequence)
- If temporary states-of-being (status effects) are implemented
- If each unit can execute more than one type of action each turn

Character Interaction
Lets start with character sequence. There are several ways to determine character turn order. One of the most simplest is to chose the character order randomly at the beginning of the battle. This queue then repeats itself each game turn. Another approach is to incorporate a character trait dedicated to determining it’s turn order. I call this character trait initiative. Since we are going for simplicity and this trait has the possibility of being avoided my vote is to do just that, avoid it. Yet another approach is to allow each player to set his unit queue during army creation/modification. This empowers players to determine unit turn order. The final and perhaps most attractive approach gives players complete control over when each gets to take its turn in battle. This approach operates simply, players alternate turns: one player moves all of his units in whatever order he chooses, then his turn ends, and the next player takes his turn with all his units, in whatever order he chooses. This approach gives players the most strategic empowerment, and may be one of the most simplest methods available. In addition to all of these variations for unit turn order, a final question arises as to whether players should alternate turns on an individual basis or a complete army basis. If one player starts with more units then another, it is obvious that some of his units will get to act consecutively once-in-a-while.
Getting back to the major areas of the battle system, the second topic is that of status effects. These are temporary changes to a character. Examples of status effects are being stunned, poisoned, strengthened, or weakened. The purpose of status effects are to expand the opportunities for unique interactions between characters. They open the door for characters to invoke special qualities to others, and enhance character uniqueness. One of the greatest pitfalls of status effects are their potential to also increase game complexity. Does this large pitfall outweigh their advantages?
Finally, when looking at the battle system, the question must be asked as to whether characters have multiple options at their disposal then performing their action each turn. This dramatically affects the depth of each character, and in turn influences its importance to the players army as a whole. Logically, this in turn sets the relative size of player armies in their entirety. Ultimately, we want to allow players to be able to have armies that have a variety of options at their disposal, and strengths and weaknesses. This goal can be reached by giving each unit more options, or by limiting each unit to one option and increasing the army size appropriately. One of these options allows us to minimize character traits, which elevates it above the other when trying to meet our simplicity goal. Can you guess which? If you guessed limiting options to one choice on a unit basis, you are correct. Giving units only one type of action to perform makes skill/stamina points unnecessary. It also allows range and splash to be on a unit basis, and not on a unit action basis. This greatly simplifies unit complexity. By increasing army population, we can relieve the drawback of this approach.


