Some pondering has been done on the IRC channel and we've come up with three different battle systems which could be developed for RB2. Here are small descriptions for each. You can vote for multiple options if you think they are all playable.
1. Fate/Extra Battles
Basically rock-paper-scissor system. Doesn't need as much number handling as the current system and is more straightforward. No battle map and no movement. Suprise attacks are events that are handled differently. With some changing it could even become very unique battle system.
If you wanna read more:
> http://rule-breaker.wikispaces.com/Rule+Breaker+2.0
> https://rulebreaker.rpg-board.net/t340-two-suggestions
2. Action Points
Action Points are required to use actions. They regenerate at the start of your turn and can be affected by different status effects. So kind of a stamina system. You need more AP for more tedious attacks and tasks. This would easily create a system where you have to balance your points and decide when to use them. There could be a soft cap on how many action points you can spend per turn before each extra action starts to cost more — and hard cap which is the maximum you can use per turn. New stat to keep track of.
If you wanna read more:
> http://rule-breaker.wikispaces.com/Rule+Breaker+2.0
> https://rulebreaker.rpg-board.net/t318-battle-system-action-points-and-skill-points
3. Current System
Develope current system further. Map has to go away though. Many have experienced the current battle system so not much to say about it.
3.5 Current System With More Actions
Same system expect you can do more actions per turn. So for example you could do three different attacks which would speed things up a bit.
1. Fate/Extra Battles
Basically rock-paper-scissor system. Doesn't need as much number handling as the current system and is more straightforward. No battle map and no movement. Suprise attacks are events that are handled differently. With some changing it could even become very unique battle system.
If you wanna read more:
> http://rule-breaker.wikispaces.com/Rule+Breaker+2.0
> https://rulebreaker.rpg-board.net/t340-two-suggestions
2. Action Points
Action Points are required to use actions. They regenerate at the start of your turn and can be affected by different status effects. So kind of a stamina system. You need more AP for more tedious attacks and tasks. This would easily create a system where you have to balance your points and decide when to use them. There could be a soft cap on how many action points you can spend per turn before each extra action starts to cost more — and hard cap which is the maximum you can use per turn. New stat to keep track of.
If you wanna read more:
> http://rule-breaker.wikispaces.com/Rule+Breaker+2.0
> https://rulebreaker.rpg-board.net/t318-battle-system-action-points-and-skill-points
3. Current System
Develope current system further. Map has to go away though. Many have experienced the current battle system so not much to say about it.
3.5 Current System With More Actions
Same system expect you can do more actions per turn. So for example you could do three different attacks which would speed things up a bit.