Tabletop Arcade Dev Diaries #16: Retreating
Hey all! Today I wanted to go over my thoughts on how retreating from combat might function in Tabletop Arcade. Now initially you may be thinking "well that doesn't sound very important", and you may be right. But stick with me, exploring this topic has unearthed the need for a couple design choices that don't seem to have simple answers. First of all, retreating doesn't come up very often in mainstream tabletop games. Players typically assume they can win any fight that they're in, and they're usually right. With the help of healing in particular, players usually have the option to sustain themselves for "just one more round" pretty much all the time. I've brought this up before in dev diary #12 , but this is kinda something I want to avoid. Consequently, I want retreating from combat to be a legitimate option, and sometimes even the best option. So in summary, retreating is gonna matter in TA. On top of this, retreating is handled pr...