Game design: Combat system
12 years ago
I think I've got pretty nifty combat system.
Basically a card game where cards are actions like: "Mighty smash. DMG:4. COST:4S". Stats are your "use points" for the cards (mighty smash costs 4 strength), so if you have 8 strength you can use two "Mighty smash" cards per turn (provided you have the cards in your hand). Players gets new cards during the game and can customize their deck :D
Stats also determine what kinds of odds you have for drawing cards. High intelligence characters draw more intelligence cards and high strength characters draw more strength cards.
All stats have cards!
Stats:
Intelligence:
Magic spells, magic damage, etc
Knowledge:
starting cards, Card draw, Utility, etc
Willpower:
Magic defense, Mind control, etc
Strength:
Physical attacks, heavy attacks, etc
Agility:
Avoidance/deflection, recovery, Utility, quick attacks etc
Endurance:
Starting cards, Defensive actions, Healing, hitpoints, etc
Items have their own cards as well, for example:"The Steel Eater: Destroy all enemy armor DMG:2 COST:4S-2A". All item cards are in the starting hand.
Armor/shields can also give cards but will mostly give armor stat that acts as a buffer for hitpoints.
This thingie is half implemented atm.
Basically a card game where cards are actions like: "Mighty smash. DMG:4. COST:4S". Stats are your "use points" for the cards (mighty smash costs 4 strength), so if you have 8 strength you can use two "Mighty smash" cards per turn (provided you have the cards in your hand). Players gets new cards during the game and can customize their deck :D
Stats also determine what kinds of odds you have for drawing cards. High intelligence characters draw more intelligence cards and high strength characters draw more strength cards.
All stats have cards!
Stats:
Intelligence:
Magic spells, magic damage, etc
Knowledge:
starting cards, Card draw, Utility, etc
Willpower:
Magic defense, Mind control, etc
Strength:
Physical attacks, heavy attacks, etc
Agility:
Avoidance/deflection, recovery, Utility, quick attacks etc
Endurance:
Starting cards, Defensive actions, Healing, hitpoints, etc
Items have their own cards as well, for example:"The Steel Eater: Destroy all enemy armor DMG:2 COST:4S-2A". All item cards are in the starting hand.
Armor/shields can also give cards but will mostly give armor stat that acts as a buffer for hitpoints.
This thingie is half implemented atm.
FA+

and you KNOW how people get when it comes to collecting stuff
If each stat is a resource, you need to manage all of them. Might be a bit crazy/complex.
That's totally depended on you next step. If you build the game like how MTG first came up with the idea that deck will be based around one or two stats/card types you won't have to worry about it being to complex.
Not that I think having a set 6 resource is to confusing in the first place.
Would you be able to change the stats or change you character as the game goes on. If you able to change that would have a great deal of versatility in the game. But if you character is set then you'd be able to think ahead and build decks easier. Both sound like cool ideas
Would the characters be custom character cards? Or would you be give a still amount of points at the start of the game to 'build' your character? Or would it be random some how many basic on your starting cards?
Otherwise it sounds good.
Also there's just enough chance, as mentioned in a comment above, to make the game fresh, but enough forethought that makes the immediate future a near-certainty, allowing for tactics and planning.
I don't know if stats making a difference in what you might draw is a good thing, but it will be interesting to see implemented nonetheless.