Combo Framework

Instead of cooldowns and mana reserves and fatigue, Tohm models advanced combat maneuvers (which include attacks, defensive actions, spellcasting and more) as a series of basic maneuvers (punches, kicks, blocks, movements, etc) in a specific order. Most importantly, this means players don't have to memorize hundreds of combat maneuver names, but it also delivers all of the following advantages:
 * 1) Players may discover new maneuvers on their own through experimentation.
 * 2) No cooldowns, mana reserves, or fatigue means no numbers or status bars clashing with the otherwise all-text experience.
 * 3) Players have the opportunity to change from one combo to another similar combo as the situation changes.
 * 4) Experienced players can recognize combos in progress and coordinate their own maneuvers without explicit communication (which would require more typing or pre-arranged voice chat).
 * 5) Tohm developers may add new maneuvers without notifying players about a new command (which would give away the surprise).

Some Potential Examples

 * 1) Punch > Punch > Punch = Uppercut (More damage)
 * 2) Channel Earth > Channel Fire > Punch = Fireball (More reach, more damage).
 * 3) Channel Life > Stomp = Entangling Vines (Immobilize)
 * 4) Block > Punch = Shield Bash (Stun)
 * 5) Gather Strength > Chop = Hack (More damage)
 * 6) Advance > Kick = Flying Kick (More Damage, knockback).
 * 7) Duck > Kick = Sweep (Knockdown)

To Combo or Not to Combo?
So what are the downsides of combos? They do add some risk - many combo elements like channeling spell power might have no value outside of a combo, so not finishing a combo can be costly for your efficiency or put your behind the power curve relative to your enemies (who were setting up an attack while you were wasting time). Also, committing to a combo might mean risking injury, since executing a defensive maneuver that doesn't contribute to your combo will wreck your combo sequence. Even if you decide to take your lumps and continue a combo in progress despite the risks, you might be interrupted by sufficient damage or a status change like being knocked-down. This means that you can't choose a combo and then mechanically execute it over the next few rounds - as the combat situation evolves, you'll have to reassess and adjust with it.

Future Work
Later, combo availability (whether a player may execute a specific combo or not) will be determined by his equipment and which skills he's developed. For example, a flying kick might require light armor and substantial previous experience using martial arts, while a decapitation requires an axe and tremendous strength. This means the game experience will evolve gradually with play to keep it fresh (due to new combos unlocked by skill progression, like Diablo II) and also allows for short-term adaptation (like Diablo III) via equipment changes.