[quote=“Kevin Granade, post:3, topic:14335”]The way I see this kind of thing working is you toggle attack mode* to say what your priorities are when fighting. Examples would be:
[ul][li]push: for making space and breaking away from enemies, choses techniques that move enemies around for tactical benefit.[/li]
[li]damage: the default, cause as much direct damage as possible to take out your target.[/li]
[li]defense: focus on not getting hurt, bonuses to defensive actions, but your attacks are limited to ones that don’t drop your guard.[/li]
[li]cripple: Make attacks that disable or impair enemies instead of trying to kill them, if you’re planning to disengage this might be useful.[/li]
[li]move: Attacks that allow you to maintain bonuses to evasion and/or move while attacking, possibly good for breaking through a group of enemies.[/li][/ul]
Martial styles would come with options for attack modes, and attack modes would have lists of attacks that would be triggered. Some styles might have unique attack modes, for example Toad style might have a mode that disables movement entirely but gives high bonuses to defense.
*Something like stance, but what’s normally called “martial arts stance” is already covered by selecting your current martial arts style, so we should avoid the term stance as it’s confusing.[/quote]
In a game where one bite can kill you without antibiotics, it seems to me like you’d just set it to “defensive” and leave it there until you feel armored enough. Maybe even leave it there the whole game to just avoid taking damage overall. I wonder how you’d balance this.