Combat Framework

Combat is what most players will be most interested in - it's where the "action" is. Most online text games implement real-time combat, wherein players rapidly input command lines including a wide variety of combat verbs which are often heavily-abbreviatable for time savings. Some others "automatically" execute basic combat (meaning players automatically execute a basic attack whenever possible), leaving players to monitor how the fight is going and occassionally inject a "special move" like casting a spell or drinking a potion. Also typically, the game throws lots of numbers at players to represent health status and characterize the effectiveness of maneuvers (damage or healing points).

Recognizing that expecting players to skim text rather than read it while typing very quickly and accurately from a wide selection of verbs and command line formats can be intimidating for new players to the genre, Tohm implements a tactical combat system inspired by games like Final Fantasy Tactics and Advance Wars, with design adjustments to make it fit better in a multiplayer text game.

Coarse Rounds for Minimal Scrolling
Text is hard to read when it keeps moving. Instead of having each combatant take action every few seconds which results in frequent, irregular scrolling, Tohm's combat maneuvers take 1, 2, or 3 combat rounds to execute. All combatants make a decision about what they'll do in a round, and then everyone takes action at once so that all text describing the combat round arrives onscreen together, minimizing scrolling while players are trying to read.

Combos To Reduce Combat Vocabulary
It's tough for players to remember 50+ different combat verbs, and some are difficult for many to spell or type correctly (like "decapitate"). In addition to heavy aliasing to aid in discovery and memorization, all combat maneuvers short of the most basic (punch, kick, slash, etc) are built out of simpler verbs. For example, to throw a fireball, a player might take three rounds - first channel earth, then channel fire, then punch at a target. The player needn't remember the name of the spell, just how to put it together. This also means players can discover new maneuvers without having to be explicitly told about them.

This also means Tohm can "slip-in" new combat maneuvers at any time, maintaining a sense of wonder in players. If each maneuver had a unique verb, we'd have to notify players each time we added one, otherwise they'd never use it.

Front-Loaded, Modifiable Manuevers
Some games implement incredibly powerful combat maneuvers which require no visible preparation (see "ultimate skills" in League of Legends). Players will be quick to relate how victimizing it feels to be on the receiving end of a surprise attack which is also incredibly effective, leaving little or no hope of defensive response. Other games like Final Fantasy Tactics front-load wait time for major maneuvers like powerful spells to give skilled opponents an opportunity to adopt a counter-tactic, but the aggressor is usually either locked into his decision, or given a "cancel that" option as the only out.

Because Tohm's big maneuvers (the combos mentioned above) are developed gradually over 2 or more rounds, skilled players may recognize a maneuver from its preparation and choose a counter strategy, and then the aggressor may then slightly alter the combo mid-execution to adapt to a changing situation. For example, imagine preparing the first two steps of a fireball - your opponent recognizes your fireball preparation and takes up an evasive posture, so you might alter your next round to choose another combo finisher which is less damaging than the fireball, but more difficult to evade. Players compete with tactics and knowledge rather than typing speed, character levels, and static strategy.

No Numbers
Health is characterized by injuries - a gash on your forearm, a big bruise on your face, a singe mark across your stomach, and so on. Lots of numbers make the game feel too much like a simulation and not enough like a living, detailed world. Tohm avoids numbers wherever possible to maximize on the potential of text.

Flexible Round Timing
Because Tohm is a multiplayer game, it's possible that a player might step away from his computer, lose his internet connectivity, or just prove very indecisive during combat, leaving his teammates to wait indefinitely. To solve that problem, combat rounds do have a (rather generous) time limit for players to enter command lines. In the event a player doesn't enter a valid command line, his hero will automatically adopt a general defensive posture.

Also, more total combatants means more maneuvers per round, which in turn means more text to read in each round. Tohm automatically adjusts round length based on the number of combatants to ensure players have time to enjoy the carefully-crafted battle text. If players are experienced and quick, each combat round can be as short as five seconds.

Command Line Pre-validation
In a text game with real-time combat, every keystroke counts. Having to edit to fix a mistake or worse - retype your command line due to some typographical error or syntax problem can mean you get fewer manuevers per second, putting you at a disadvantage.

Tohm doesn't move onto the next round until each player inputs a valid command line (excepting non-responders as mentioned above). As a player, you don't have to wait until the round is finished to discover you made a mistake - Tohm will tell you about any problem in advance, giving you an opportunity to correct your mistake before combat moves forward.