Talk:Combat Framework/@comment-24232451-20131130055215

I like the ideas to reduce the need for keyboard speed or alias programming to make combat effective. One system I  have seen used is a pool of 100 activity points and any combat action such as melee hit, spell cast, defensive manoeuver or combat technique used 20 - 50 activity points. The pool refilled at 10 points per second and the time needed for pool regeneration allowed you to plan and input your next combat activity   It worked well that larger, more damaging, combos took more points. A dodge, evade or parry  would cost activity points but significantly reduced the chance of being hit by your opponent for say the next 5 seconds. Weapon size and encumbrance from armour also affected activity point usage. When tanking there was a genuine choice between heavy armour reducing damage taken and light / zero  armour users being able to dodge hits effectively but taking heavy damage if a hit got through.