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t1k:designer:rpg:turn-based

FieldValue
Modulerpg
Version1.7.2
Efforthigh
Tools

Keywords: combat system, design, strategy, turn-based

/t1k:designer:rpg:turn-based

  • Designing turn structure (who acts, when, in what order)
  • Implementing action points (AP) economy per turn
  • Tuning animation timing for turn-based combat
  • Designing enemy telegraphing (player sees what enemy will do)
  • Adding phase transitions to boss encounters
  • Implementing undo, confirm, or preview before commit
  • Designing auto-battle for mobile/idle
  • Balancing ability costs vs turn resource budget
Player turn budget: 3 AP per turn
Move: 1 AP
Basic attack: 1 AP
Skill use: 2 AP
Item use: 1 AP
Defend/Wait: 0 AP (free)
  • 3 AP = most common budget (meaningful choice without complexity)
  • Single-action-per-turn (JRPG style): simpler, slower — good for casual mobile
  • Initiative-based (each unit has own turn): more tactical depth, harder to balance

→ See references/action-economy-guide.md for AP budgets, initiative systems, cooldown costs

  • Display turn order strip (min 5 turns): icon + HP bar per unit
  • Animate strip when player action changes order; mark player’s turn with distinct color

Pre-Commit Information — Always Show All Of These

Section titled “Pre-Commit Information — Always Show All Of These”
  1. Damage range: “35-42 damage” (not just ability name)
  2. Status effect: “Stuns 1 turn” with duration indicator
  3. Area of effect: highlight affected tiles/enemies
  4. Counter risk: if action triggers counterattack, warn with icon
Tap ability → Preview (highlight targets, show damage range)
→ Confirm (tap again or press button)
→ Execute (play animation)
  • Single-tap-to-execute acceptable only on mobile with undo support
  • Never execute irreversible actions on first tap without confirm

→ See references/action-economy-guide.md for decision clarity patterns, confirm/cancel UX

StylePer-ActionBest For
Snappy150-250msMobile, casual
Standard300-500msCore roguelites
Cinematic600-900msBoss attacks, critical hits
Slow/Tactical800-1200msDeep strategy games
  • BackpackCrawler target: Standard (300-500ms) per regular action, Cinematic (600ms) for boss
  • Player input animations run at Snappy speed; enemy turn animations at Standard
  • Critical hits: slow down to 600ms + camera shake (juice)

→ See references/turn-pacing-timing.md for full timing tables, animation budget by game type

Before enemy acts, show intent icon above enemy:

Sword icon = attack this turn (show damage value)
Shield icon = defending (show block amount)
Arrows icon = charging skill (show next-turn effect)
Skull icon = killing blow unless blocked
  • Reveal intent at START of enemy turn, before player acts
  • Players see all enemy intents simultaneously to enable planning
  • Warning threshold: show red border on player if expected incoming damage > 50% HP
  • Boss phase trigger: HP crosses threshold (75% / 50% / 25%)
  • Announce phase with cutscene pause (500ms freeze) + new intent icons
  • Phase 2+ introduces new attack pattern player has not seen before
  • Never transition phases mid-player-turn (resolve player action first)

→ See references/turn-pacing-timing.md for telegraph timing, phase transition UX

player_dps = (avg_damage * attacks_per_turn) / turns_per_round
enemy_hp = player_dps * target_ttk_turns
target_ttk = 3-5 turns (mobile) / 5-8 turns (PC) / 8-12 turns (boss)
  • Adjust enemy HP to match target TTK, not raw stat numbers
  • AP-restricting debuffs (stun = -2 AP) treated as 66% effective damage loss
  1. Enemy attack values (most felt; tune last)
  2. Enemy HP (affects run duration most)
  3. AP count per turn (most impactful; tune carefully)
  4. Status effect frequency (cap stun at 20% uptime)
  • Auto uses greedy AI: always highest-damage action; show “AUTO” banner; player can interrupt
  • Never auto boss phases; speed toggle: 1x / 2x / 3x

→ See references/turn-pacing-timing.md for auto-battle UX patterns

#Anti-PatternProblemFix
1No telegraphingPlayer feels cheated by unknown attacksAlways show intent icon
2No damage previewPlayers guess damage numbersShow range before confirm
3Instant kill without warningUnfair surpriseSkull icon if incoming > HP
4Stun >30% uptimePlayer never actsHard cap stun chance at 15%
5Boss phase during player turnConfusing mid-action stateQueue phase after player resolves
6No undo on mobileMisclick ends runAllow undo before confirm
7AP-only abilitiesBoring: always use same skillMix AP cost + cooldown
  • game-balance-tools — TTK formulas extended with AP-aware damage calculation
  • game-feel-juice — hit feedback, screen shake timing for turn actions
  • rpg-game-design — ability cost design and skill tree structure
  • game-roguelike-design — turn-based difficulty arc across roguelike run
  • game-ux-design — turn order UI, damage preview display, intent icon layout
FileCoverage
references/action-economy-guide.mdAP models, initiative, ability costs, decision clarity
references/turn-pacing-timing.mdAnimation budgets, auto-battle, phase transitions, timing tables
  • Action economy IS the difficulty knob — adding/removing actions per turn changes player power more than any stat tuning.
  • Telegraph enemy attacks one full turn before they land — anything less and the player feels cheated, not challenged.
  • Damage preview vs surprise is a deliberate design choice — both work, but mixed signals (preview some, surprise others) feel buggy.
  • Auto-battle MUST be opt-in late-game — auto from turn 1 collapses the system you spent months designing.