Be able to attack first and move second
It makes no sense that you can move and then attack, but you cannot attack and then move. You should be able to attack first and then have the choice to either move away or end your turn without moving.
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17 May, '24
Joey AdminNot the Game Designer here, but I'm certain there's a reason. I'm going to ask around and get back to you. In the meantime, marketing this as "Under consideration" so we don't lose it in the shuffle!
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08 Jun, '24
IFireflylDid you ever find the reason? I see this was moved to "Not planned", but I still don't understand how or why this wouldn't be an option by default. You get a move and an action if you move first, but you can't move if you attack first. Forgive my ignorance, but it doesn't make sense from a Role Playing perspective.
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11 Jun, '24
Stockweaver AdminHey Firefly! Our team has had a lot of discussion around a potential overarching revamp surrounding combat options (move, cast, heal, etc.) and how they interact with statuses, openers, talents, and more. We may incorporate some kind of move-first, but we wouldn't *only* incorporate it as a standalone, therefore we are calling this "Not planned".
Hope this helps explain a little more and stay tuned for the bigger update as we go! -
23 Jul, '24
BrianDesigner here! Two top level goals we have for Fablecraft are speed and accessibility. Speed of combat led us to choosing the consistent turn order of "move then ability". It requires less clicks, and always follows the same pattern, and means you end every turn with the big exciting Fabledice roll to see how you did! Accessibility of combat led us to similar consistent pattern, where players didn't need to press an end turn button every time, and it was easy to try multiple positions to do your ability from.
All the same thinking applies for the Openers, which go before even moving.
Future hopes.... Allowing movement to me mix and matched between all that is something we'd consider in like a "advanced tactics" expansion pack. Where players of the base game will get the more consistent combat, but playgroups can "opt in" to more complex mechanics. One of the strengths of TTRPGs is how each play group can customize their own rules, and we want to support that more over time.