Actually, this is exactly the sort of thing a computer would be good at.
You could have a list of maneuvers to choose from against your opponent, who
would also choose based on the tactical situation, with some randomness to
keep things from degenerating into complete predictability.  Each
maneuver/countermaneuver could impose restrictions on the next set of
choices.  Character attributes/skills could influence the success of the
maneuver.  

With a computer to keep track of all the complex stuff, it should be
possible to present the player with a set of choices and descriptive text
describing the effect of the last set of choices.

        Chris Bartlett


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, July 16, 2009 3:54 PM
To: Gamers Discussion list
Subject: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

I actually really agree with you on this point.

An interesting combat system which required actual tactics would be great, 
and the you hit it, it hit's you style does get dull very quickly.


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