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Analysis Paralysis in Movement

 
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Donnieclark
Magus of the Forums


Joined: 27 Sep 2017
Posts: 72

PostPosted: Mon Nov 06, 2017 6:31 am    Post subject: Analysis Paralysis in Movement Reply with quote

Hi,

The trouble is we find ourselves trying to think through all the combinations, counting out spaces until we can make a melee attack, or conversely exactly how many turns until the monster will be able to reach me, weapons ranges etc.

It's annoying when a player walks through every possible movement to min-max their turn. It's like a chess player who mock-moves every piece on the board, and plays out every scenario, before "officially" moving.

So how about the idea of introducing a *small* amount of randomness when moving?

Please help.

Thanks!

I didn't find the right solution from the Internet.

References
http://www.bgdf.com/forum/archive/archive-game-creation/game-design/analysis-paralysis-movement

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