DRAWBACK MECHANICS IN SINGLE PLAYER GAMES
Posts
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
For the purposes of this discussion, I'm defining a drawback mechanic as any mechanic that costs MORE than just the opportunity cost of being able to do a different action instead. So, for example, a skill that costs MP or a recipe that costs ingredients would not count as a drawback mechanic. Using up your turn also doesn't count. Because these are all expected costs of most other alternatives too. It also has to be something the player chooses to do, or to risk, rather than something the enemy does.
A simple drawback would be lowering defense, or costing you your next turn, or costing HP. A more complex one might be... losing access to your item command if the skill isn't successful.
In a multiplayer game the opponent can take advantage of drawbacks to get a big, satisfying victory. They create situations for which the enemy has a right and wrong response. But in single player games the enemy doesn't need to be having fun, so many types of drawbacks are really unsatifying. Especially, IMO, those that leave the player in a status quo type situation when they work out for the player, not really "resolving" anything in the battle.
What kinds of drawbacks do y'all enjoy in single player games, or what situations do you think they create good, satisfying tension in? When do you hate them? We can make more engaging games if we handle them right, or make really un-fun battles if we don't.
A simple drawback would be lowering defense, or costing you your next turn, or costing HP. A more complex one might be... losing access to your item command if the skill isn't successful.
In a multiplayer game the opponent can take advantage of drawbacks to get a big, satisfying victory. They create situations for which the enemy has a right and wrong response. But in single player games the enemy doesn't need to be having fun, so many types of drawbacks are really unsatifying. Especially, IMO, those that leave the player in a status quo type situation when they work out for the player, not really "resolving" anything in the battle.
What kinds of drawbacks do y'all enjoy in single player games, or what situations do you think they create good, satisfying tension in? When do you hate them? We can make more engaging games if we handle them right, or make really un-fun battles if we don't.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
This is a hard question to answer in general, as I can't think of any drawback system I universally like. It really varies depending on the context of the battle system. So I'm just gonna ramble a little and maybe something will resonate.
Say you're playing an RPG where you could summon allies during battle similar to SMT games. Each summon could cut your max health by a specific amount as well as some penalties depending on the monster. Summon a fire elemental, for example, and your character's fire resistance would drop. Releasing the monster would eliminate those penalties.
This might be skirting the boundaries of what you call a drawback mechanic, but there was a specific ability in a game I can't remember the name of called "weapon break." Say you have a fire rod in your inventory. You can equip it like a weapon, or you could "break it" and unleash a powerful, field-clearing fire spell. It's a strong spell, but it was unleashed by destroying the rod, so you lose the weapon.
I like buffs that increase and decrease elemental resistances at the same time. Deploy an ice shield to boost your ice resistance and lower your fire resistance. That'd make you think harder about when best to use those buffs.
Bravely Default has a neat mechanic where a party member could "brave" and take their next turn immediately, but with the obvious cost of having to wait longer until you could input commands again.
Say you're playing an RPG where you could summon allies during battle similar to SMT games. Each summon could cut your max health by a specific amount as well as some penalties depending on the monster. Summon a fire elemental, for example, and your character's fire resistance would drop. Releasing the monster would eliminate those penalties.
This might be skirting the boundaries of what you call a drawback mechanic, but there was a specific ability in a game I can't remember the name of called "weapon break." Say you have a fire rod in your inventory. You can equip it like a weapon, or you could "break it" and unleash a powerful, field-clearing fire spell. It's a strong spell, but it was unleashed by destroying the rod, so you lose the weapon.
I like buffs that increase and decrease elemental resistances at the same time. Deploy an ice shield to boost your ice resistance and lower your fire resistance. That'd make you think harder about when best to use those buffs.
Bravely Default has a neat mechanic where a party member could "brave" and take their next turn immediately, but with the obvious cost of having to wait longer until you could input commands again.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Don't answer in general then! Just give examples of ones that you liked, or ones that you didn't like, and we'll try to figure out why they were good or bad later.
Did you like the ability to break equipment for a temporary bonus? I'd definitely consider that a drawback since the equipment has a second, very different use besides acting as a consumable item. I'd also personally consider it one that I dislike, because you're making a permanent sacrifice for a temporary bonus. That's something I would never do, unless I'd already beaten the game before and was pretty sure I could safely make that sacrifice. In fact, even if I found myself a critical situation where breaking my equipment was the only way to win a fight, I'd almost certainly take a game over instead.
Now, if you buy 30 extra fire rods just to break them, then it's not a drawback any more. That's just a consumable item, no different from a shop that sells grenades. Doing it with equipment I only have one of is what feels like a drawback, because then I can't equip it.
Did you like the ability to break equipment for a temporary bonus? I'd definitely consider that a drawback since the equipment has a second, very different use besides acting as a consumable item. I'd also personally consider it one that I dislike, because you're making a permanent sacrifice for a temporary bonus. That's something I would never do, unless I'd already beaten the game before and was pretty sure I could safely make that sacrifice. In fact, even if I found myself a critical situation where breaking my equipment was the only way to win a fight, I'd almost certainly take a game over instead.
Now, if you buy 30 extra fire rods just to break them, then it's not a drawback any more. That's just a consumable item, no different from a shop that sells grenades. Doing it with equipment I only have one of is what feels like a drawback, because then I can't equip it.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
There are ways to make it work, even with the ability to buy as many as you want.
If you have a Golden Sun style inventory system where each actor has ~15 slots to hold their equipped weapons, armor, accessories, and consumables. Equipment doesn't stack, so an actor would run out of space quickly, and so you would never have 30 extra fire rods. Maybe one or two. Maybe give the rod to someone not normally good with magic to give them more options in battle.
Maybe breaking a weapon doesn't remove it from your inventory, just prevents you from equipping it? You could take it to a town to have it repaired at a blacksmith or somewhere.
Perhaps you can only break weapons you have equipped, and you can't change equips during battle.
If your game's economy is tight, then buying 30 fire rods would likely be a terrible idea in the first place.
A combination of any of these could make equipment breaking a viable drawback mechanic without being too harsh that players would never even consider it.
If you have a Golden Sun style inventory system where each actor has ~15 slots to hold their equipped weapons, armor, accessories, and consumables. Equipment doesn't stack, so an actor would run out of space quickly, and so you would never have 30 extra fire rods. Maybe one or two. Maybe give the rod to someone not normally good with magic to give them more options in battle.
Maybe breaking a weapon doesn't remove it from your inventory, just prevents you from equipping it? You could take it to a town to have it repaired at a blacksmith or somewhere.
Perhaps you can only break weapons you have equipped, and you can't change equips during battle.
If your game's economy is tight, then buying 30 fire rods would likely be a terrible idea in the first place.
A combination of any of these could make equipment breaking a viable drawback mechanic without being too harsh that players would never even consider it.
The quick and dirty I can think of is field effects. EVERYBODY takes the x2 damage received debuff! You cleared the boss' buff but you also removed your own! After every action the battler loses 50 HP.
I've got a few "YOU JUST ACTIVATED MY TRAP CARD" ideas although unless it's a common action the player knows exists and can plan for it's more of a gimmick than a drawback:
- Reversal! Things that can be reversed are, like that attack up buff became an attack down debuff and conversely that AoE resistance became an AoE vulnerability.
- Trigger! Wipes buffs and deals damage based on the number of buffs, type of buff, and their duration.
- Steal! Enemy steals or copies a buff a player has.
One ability could seal related abilities on other characters too. Like your party can use one fire attack per turn, or maybe one healing action. There's always time or spatial consequences too for games that use that stuff too (charge or delay next turn actions, or actions that adversely affect your movement).
Anyways that's my random spitballs of the night when I should be in bed. G'night!
I want to use Yuri in CR (damage score mode), her damage received debuff isn't as strong as Ace's but she has way better AoE (that I lost when I changed out my main DPS) and she's way easier to level up and is relevant in more content. Of course her damage received debuff attack also inflicts counter chance down debuff which hurts stall strategies. So now it's choosing between consistency with dealing with the mobs or risk losing tons of damage by tanking enemy counters which means turns take less real time and I get fewer attacks in before the boss flips out and kills everybody.
(I really gotta work on my Ace, but I don't want to blow my special hero selectors, gear, or unlockers on him :x)
e: super-premium currency to unequip items
I've got a few "YOU JUST ACTIVATED MY TRAP CARD" ideas although unless it's a common action the player knows exists and can plan for it's more of a gimmick than a drawback:
- Reversal! Things that can be reversed are, like that attack up buff became an attack down debuff and conversely that AoE resistance became an AoE vulnerability.
- Trigger! Wipes buffs and deals damage based on the number of buffs, type of buff, and their duration.
- Steal! Enemy steals or copies a buff a player has.
One ability could seal related abilities on other characters too. Like your party can use one fire attack per turn, or maybe one healing action. There's always time or spatial consequences too for games that use that stuff too (charge or delay next turn actions, or actions that adversely affect your movement).
Anyways that's my random spitballs of the night when I should be in bed. G'night!
I want to use Yuri in CR (damage score mode), her damage received debuff isn't as strong as Ace's but she has way better AoE (that I lost when I changed out my main DPS) and she's way easier to level up and is relevant in more content. Of course her damage received debuff attack also inflicts counter chance down debuff which hurts stall strategies. So now it's choosing between consistency with dealing with the mobs or risk losing tons of damage by tanking enemy counters which means turns take less real time and I get fewer attacks in before the boss flips out and kills everybody.
(I really gotta work on my Ace, but I don't want to blow my special hero selectors, gear, or unlockers on him :x)
e: super-premium currency to unequip items

I tend to think most drawbacks that work in multiplayer games work well otherwise too. Like the "lost turn" risk management. Blood Bowl has an excellent system (though being multiplayer) where if you fail any action the turn is over and you no longer get to make any more actions. So it's all about managing the possibilities of doing risk-free actions first, or doing a risky action to open up a space to maneuver into.
The drawbacks I generally don't care for are random debuffs. Mostly because I just don't give a crap. I like the simple easy-to understand drawbacks. if I get a 5% reduction in speed for three turns after using skill x I really don't care. It's pretty meaningless. I found this I think in Pillars of Eternity which had a lot of buff and debuff skills thrown around all over the place. It's also quite similar in Darkest Dungeon but I think there it works better because generally the cost of actions are quite clear. But even so i think even there there are maybe two or three too many stats that could be cut down a bit.
The drawbacks I generally don't care for are random debuffs. Mostly because I just don't give a crap. I like the simple easy-to understand drawbacks. if I get a 5% reduction in speed for three turns after using skill x I really don't care. It's pretty meaningless. I found this I think in Pillars of Eternity which had a lot of buff and debuff skills thrown around all over the place. It's also quite similar in Darkest Dungeon but I think there it works better because generally the cost of actions are quite clear. But even so i think even there there are maybe two or three too many stats that could be cut down a bit.
Personally, I really like drawback mechanics in singleplayer games because, when they are well done, they reward skill or strategy but create tension because mistakes are way more expensive. For example, in Dragon's Dogma there are a couple of weapons that give you massive damage multipliers for damaging enemies. However, getting hit once would reset the multiplier and set your energy to zero, which leaves you unable to move for a couple seconds and completely vulnerable. Since carry weight is limited and severely reduces your mobility, you can't just carry a lot of energy items or you would be hit even more in the first place.
In a game I was working on some time ago, I had an specific status effect called "Rage" which massively increased damage but set your Defense to zero. I liked that status effect because enemies already dealt loads of damage and were very tanky, so it was perfectly valid to cast it on you or your enemies based on the situation, but a single mistake could often kill of one or two of your party members in a party of only three people.
In a game I was working on some time ago, I had an specific status effect called "Rage" which massively increased damage but set your Defense to zero. I liked that status effect because enemies already dealt loads of damage and were very tanky, so it was perfectly valid to cast it on you or your enemies based on the situation, but a single mistake could often kill of one or two of your party members in a party of only three people.
I think an interesting way to build an entire battle system around these kinds of drawback mechanics would be a setup where every skill affects subsequent actions in some way. For example, a certain ability could become more expensive every time it is used, or even increase the cost of all skills for a while.
In fact, apply this effect to every skill, make it stack and last for the rest of the entire battle, but also have skill costs be slightly reduced automatically after every turn. Then, if different skills increase skill costs by different amounts depending on how powerful they are, you have a drawback-based battle system that still revolves around simple MP/resource management. The player would have to think twice about whether to use abilities that increase skills costs by a large amount early in order to gain a quick advantage, or save them for later so they don't have to deal with extremely high costs for all their other, weaker skills for a long time.
Now, whether a system like that would actually be fun to play, I couldn't say without trying it first. But I think it might be one of the most fundamental, minimalistic approaches to this topic, anyway.
In fact, apply this effect to every skill, make it stack and last for the rest of the entire battle, but also have skill costs be slightly reduced automatically after every turn. Then, if different skills increase skill costs by different amounts depending on how powerful they are, you have a drawback-based battle system that still revolves around simple MP/resource management. The player would have to think twice about whether to use abilities that increase skills costs by a large amount early in order to gain a quick advantage, or save them for later so they don't have to deal with extremely high costs for all their other, weaker skills for a long time.
Now, whether a system like that would actually be fun to play, I couldn't say without trying it first. But I think it might be one of the most fundamental, minimalistic approaches to this topic, anyway.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Now there's a remarkably stupid blanket statement if ever I've heard one.
One of the situations where I really enjoy drawback systems is when, if I play my cards right, I can consistently avoid the effects of the drawback. For example, using a powerful skill that has a drawback of making me take double damage for 2 rounds, in combination with a skill that prevents the enemy from dealing damage for 2 rounds. Or using a skill that deals heavy damage and stuns me on the following round, but using it only for the final blow in a battle so the battle ends before the stun happens. This sort of combination makes the player feel clever.
One of the situations where I really enjoy drawback systems is when, if I play my cards right, I can consistently avoid the effects of the drawback. For example, using a powerful skill that has a drawback of making me take double damage for 2 rounds, in combination with a skill that prevents the enemy from dealing damage for 2 rounds. Or using a skill that deals heavy damage and stuns me on the following round, but using it only for the final blow in a battle so the battle ends before the stun happens. This sort of combination makes the player feel clever.
Also drawbacks introduce variety in gameplay. If there are no drawbacks to any actions there's no reason to ever use any other action than the most powerful one. While having situational drawbacks means more variety in how to approach things.
So essentially I'm saying that not having a drawback system ruins any game.
So essentially I'm saying that not having a drawback system ruins any game.
They can work, as long as the skill or system is useful enough, and the drawback can be played around.
I don't tend to do it for individual skills, but I do have an example of an entire character being based around a drawback.
A character in Mayhem Maiden will gain "Hate Levels" as she does damage. As this increases, her defense will go down and her Aggro/Threat/Draw Rate will go up, which puts her at more and more risk, and requires the party's Tank do more to protect her.
However, this also comes with a risk/reward mechanic. Her most powerful skill grows dramatically in power the higher her hate level is. At level 1, it's nothing to write home about. At level 3, it not only hits the enemy with a stun, but it can take out just about a third to one half of a boss's HP. At the max of 4? On top of the heavy damage, for the next few turns she gains a followup attack on all her skills. These are HUGE and feel worth dealing with the drawback in order to cash in on the rewards. It's an integral part of what makes the character fun.
I don't tend to do it for individual skills, but I do have an example of an entire character being based around a drawback.
A character in Mayhem Maiden will gain "Hate Levels" as she does damage. As this increases, her defense will go down and her Aggro/Threat/Draw Rate will go up, which puts her at more and more risk, and requires the party's Tank do more to protect her.
However, this also comes with a risk/reward mechanic. Her most powerful skill grows dramatically in power the higher her hate level is. At level 1, it's nothing to write home about. At level 3, it not only hits the enemy with a stun, but it can take out just about a third to one half of a boss's HP. At the max of 4? On top of the heavy damage, for the next few turns she gains a followup attack on all her skills. These are HUGE and feel worth dealing with the drawback in order to cash in on the rewards. It's an integral part of what makes the character fun.
Drawback only ruins the experience if done incorrectly. I don't want to feel like I'm discouraged from using all the tools at my disposal - if I'm incentivized to do less and play the game less deeply, then yeah, that sucks. But if it offers the ability to min/max and or add flavor and variety, that's a good thing.
The kind of drawbacks I hate the most are skills with imperfect accuracy. If the risk/reward is pure RNG succeed/fail, I'm not happy, especially if you used the skill because it was a good time to use it and the game just said 'lol no'.
This extends to instant death skills with .01% accuracy, especially the ones that have no effect otherwise.
Drawbacks I like tend to be of the type LockeZ mentioned, where the drawback can be avoided by playing cleverly. For example, in Pokemon, the move Shell Smash doubles your offenses and speed, but leaves your defenses in the shitter. But there's an item that will negate stat losses once per fight, so you can use Shell Smash exactly once without your defenses vanishing. The cost is that you can only hold one item, so you've committed to your choice, and also a stat drop from something other than Shell Smash could negate your strategy.
I tend to be okay with drawbacks as long as what you're getting out of it is worthwhile. In single-player games, there's no excuse for skills that can barely justify their use, let alone any consequences they may have. It has to be worth the consequence, and the consequence should matter, too. It's basic materiality.
This extends to instant death skills with .01% accuracy, especially the ones that have no effect otherwise.
Drawbacks I like tend to be of the type LockeZ mentioned, where the drawback can be avoided by playing cleverly. For example, in Pokemon, the move Shell Smash doubles your offenses and speed, but leaves your defenses in the shitter. But there's an item that will negate stat losses once per fight, so you can use Shell Smash exactly once without your defenses vanishing. The cost is that you can only hold one item, so you've committed to your choice, and also a stat drop from something other than Shell Smash could negate your strategy.
I tend to be okay with drawbacks as long as what you're getting out of it is worthwhile. In single-player games, there's no excuse for skills that can barely justify their use, let alone any consequences they may have. It has to be worth the consequence, and the consequence should matter, too. It's basic materiality.
Well said, halibabica. If you ask me, RNG in turn-based games is kind of stupid in general, since it's completely out of the player's control, and you can't do anything about it. In more action-based games, you can usually at least compensate for bad luck with quick and competently executed reactions, but turns-based games leave you at the mercy of the numbers.
As Aegix_Drakan already mentioned, one good way of handling drawbacks is to force the player to find a balance between short-term and long-term gain. This is especially fun if it extends to involving the enemies and their actions as well. For example, a character in Soma Spirits learns a late-game skill that becomes stronger with every debuff they have. A similar power could make a more or less dedicated tank character very interesting. The player could decide between maintaining the tank role and keeping the character's stats high, or actively accumulating debuffs on this character to make them able to dish out massive damage at the cost of their stats, weakening their ability to absorb damage.
As Aegix_Drakan already mentioned, one good way of handling drawbacks is to force the player to find a balance between short-term and long-term gain. This is especially fun if it extends to involving the enemies and their actions as well. For example, a character in Soma Spirits learns a late-game skill that becomes stronger with every debuff they have. A similar power could make a more or less dedicated tank character very interesting. The player could decide between maintaining the tank role and keeping the character's stats high, or actively accumulating debuffs on this character to make them able to dish out massive damage at the cost of their stats, weakening their ability to absorb damage.
author=NeverSilent
Well said, halibabica. If you ask me, RNG in turn-based games is kind of stupid in general, since it's completely out of the player's control, and you can't do anything about it.
I would say I disagree strongly with this. Now I will admit that I am not a fan of too much randomness. Usually by having one or two random things in what is otherwise a pretty non-random environment. (for example a game with lots of healing skills there is one that only works 50% of the time. There is no reason to ever use it over the safer options)
Now I'm saying that making everything random is not "too much randomness", because when everything is determined by RNG the law of averages take over and the game starts becoming about risk management rather than occasionally failing a "sure thing".
Take for example one of my favourite genres the one of turn-based tactical games where attacking enemies nearly always have a percentage chance and often there's also rules for stuff like suppression (making even a missed shot useful sometimes). In many of those games the mindset (like also in Blood Bowl) is "what happens if I fail this action?" and the whole game is about managing that. If I run out of cover with my shotgun guy and miss the 70% shot I had at the enemy and he is now exposed. If I didn't think that would happen it's really my own fault. But I may have accounted for the possibility of failure in my planning and maybe have a backup where instead of moving another guy to a different position I now have to use this guy's smoke grenade to make the chances that the shotgun guy survives to the next turn more likely.
Now this is not actually on topic but I think RNG can be used to great effect even in turn-based games. In fact turn-based games tend to have more RNG generally than real-time games. I guess it has something to do with the fact that a fast-clicking player can overcome the RNG anyway so why even put it there. (And you get dumb things like lining up a shot perfectly in one of the elder scrolls games but still missing because there was a hidden die roll)
author=Shinan
I think that, even though RNG can be useful sometimes, making it work against the player is the absolutely worst thing you can do. For example, having a chance to miss every attack, even if you did everything right to make sure that attack would be successful, is like the game saying "lol no" and screwing you because it can. If you did everything right, you should have a guaranteed hit instead of having a more likely hit.
I vastly prefer games where the RNG is working for the player, that is, the player can get lucky (for example, with a random critical hit or status effect) but can't get unlucky (with the enemy randomly criting you, for example). If done right, the DPS curve will be the same than in the other case, but instead of the player randomly getting screwed the player will randomly get rewarded.
It is, of course, possible to make games where the mechanic is about risk management, but the problem with that is how much a single unlucky streak can hurt you and how much you can game the dice. For example, in XCOM 2, absolutely everything is dice based, and cover or flanking don't give nearly enough bonuses to offset luck. More than once have I had my entire team in full cover and yet have had hit 2 or 3 times in a row where one soldier can usually take 2 - 3 attacks before dying, and getting hit makes him unavailable for the next 2-3 missions. Or flank an enemy, miss two shots in a row and proceed to get a soldier killed by that same enemy.
In most cases RNG means you need to pay a bit more attention to the battle screen.
Attention and strategy all aside, missing something means you need to pay attention to that happening, and react to it. Be that in chugging a health potion or otherwise.
As most games have little in that department, it IS a nice change of pace to just need to pay attention.
Some too focused games tend to let you look only at your own skills and plan with them, while ignoring alll else. And that's okay, but I do like the effect it can have to follow through with what your attacks do.
There is a limit to how far you can take it, and protecting you from just getting an unlucky unshot for your team members (especially early on) sounds like a good idea. Missing things is one thing, getting randomly critted another. I really haven't had too much of a problem with this though.
I remember SMT IV having a mechanic where hitting weakpoints (additionally to all the advantages of more damage and extra turns) would sometimes bring the attacking demon (on both sides) into a "smirk" state, which basically meant .. they dodge everything and deal incredible damage the next turn. AKA enter godmode for a turn.
There was no way to really deal with it other than wait it out in the best case, and getting torn apart in an easy random encounter when you were unlucky and ambushed. While at the same time completely overpowering you for all important fights.
That's a bad mechanic, for sure.
I tend to not like draw-back mechanics as much (I suppose I'd need to play more card games?). I prefer safe and slow impossible to counter tactics hahaha.
I think they can be fun, but usually they end up useless in practice (like items that give you perpetual poison state for immense stat boosts, or that one belt in Grim Dawn that boosts your overall attack quite a bit, but returns it to no gain and being slowed and lower resistances for a few seconds quite frequently).
And if you have "lower def for more attack" or something, usually it just means setting up for a strong attack, which can be done with normal buffs as well, only sometimes your character dies in the process *shrug*
A lot of the drawback effects mentioned (like that pokemon thing) are just waay too specific for regular use. There is this thing you can only really safely/effectively use in conjunction with this one item, or armor, or something. It just means deciding on that playstyle, or having that equipment, in all other cases it just makes the spell boring and "less useful" than others.
I mean, they are still nice effects and if you can safely ignore them, all good. But it doesn't feel all that impactful and more like a fun gimmick.
Attention and strategy all aside, missing something means you need to pay attention to that happening, and react to it. Be that in chugging a health potion or otherwise.
As most games have little in that department, it IS a nice change of pace to just need to pay attention.
Some too focused games tend to let you look only at your own skills and plan with them, while ignoring alll else. And that's okay, but I do like the effect it can have to follow through with what your attacks do.
There is a limit to how far you can take it, and protecting you from just getting an unlucky unshot for your team members (especially early on) sounds like a good idea. Missing things is one thing, getting randomly critted another. I really haven't had too much of a problem with this though.
I remember SMT IV having a mechanic where hitting weakpoints (additionally to all the advantages of more damage and extra turns) would sometimes bring the attacking demon (on both sides) into a "smirk" state, which basically meant .. they dodge everything and deal incredible damage the next turn. AKA enter godmode for a turn.
There was no way to really deal with it other than wait it out in the best case, and getting torn apart in an easy random encounter when you were unlucky and ambushed. While at the same time completely overpowering you for all important fights.
That's a bad mechanic, for sure.
I tend to not like draw-back mechanics as much (I suppose I'd need to play more card games?). I prefer safe and slow impossible to counter tactics hahaha.
I think they can be fun, but usually they end up useless in practice (like items that give you perpetual poison state for immense stat boosts, or that one belt in Grim Dawn that boosts your overall attack quite a bit, but returns it to no gain and being slowed and lower resistances for a few seconds quite frequently).
And if you have "lower def for more attack" or something, usually it just means setting up for a strong attack, which can be done with normal buffs as well, only sometimes your character dies in the process *shrug*
A lot of the drawback effects mentioned (like that pokemon thing) are just waay too specific for regular use. There is this thing you can only really safely/effectively use in conjunction with this one item, or armor, or something. It just means deciding on that playstyle, or having that equipment, in all other cases it just makes the spell boring and "less useful" than others.
I mean, they are still nice effects and if you can safely ignore them, all good. But it doesn't feel all that impactful and more like a fun gimmick.
author=EDPVincent
It is, of course, possible to make games where the mechanic is about risk management, but the problem with that is how much a single unlucky streak can hurt you and how much you can game the dice. For example, in XCOM 2, absolutely everything is dice based, and cover or flanking don't give nearly enough bonuses to offset luck. More than once have I had my entire team in full cover and yet have had hit 2 or 3 times in a row where one soldier can usually take 2 - 3 attacks before dying, and getting hit makes him unavailable for the next 2-3 missions. Or flank an enemy, miss two shots in a row and proceed to get a soldier killed by that same enemy.
Yeah I was annoyed about this in XCOM too but not nearly as annoyed in Xenonauts (which is, you know, almost similar) and I think it had to do with squad size. In Xenonauts I could lose one or two soldiers on a mission and it was still okay, a sacrifice that had to be made. But XCOM's tiny squad size combined with the fact that if you lost an experienced soldier you were fucked annoyed me quite a bit. I haven't played XCOM2 so I don't know if it's better or worse in that one.
Bloodseeker's (Dota 2) buff where the target gets increased damage but also receives increased damage. If the target or someone you were attacking (if you buffed yourself) gets killed, you receive a percentage of the max health of the target or the one that you attack (depends on the skill level). The increased damage received also scales with the increased damage, so that kinda works out.
Timbersaw's Whirling Death is a giant, whirling blade that deals damage in an area and destroys the trees in its path but your right-click (primary attack) doesn't work when the skill's active.
Pudge's Rot is self-explanatory. You deal damage while you also get damaged by it as well. You would only use this if you're desperate or you managed to corner someone who can't escape your wrath.
Monkey King's Tree Dance gives you camouflage, the drawback being sluggish and unable to use some skills and your primary attack.
Channeling spells are as of the same with the camouflage, but you have to stand still for maximum effect.
Drow Ranger's Marksmanship gives you quite a lot of agility, with the downside being if an enemy hero is near you, you lose the passive ability entirely.
Then there's Oracle. A hero with skills full of drawbacks that can counter almost any hero (another being Doom due to his powerful ultimate, Doom).
Timbersaw's Whirling Death is a giant, whirling blade that deals damage in an area and destroys the trees in its path but your right-click (primary attack) doesn't work when the skill's active.
Pudge's Rot is self-explanatory. You deal damage while you also get damaged by it as well. You would only use this if you're desperate or you managed to corner someone who can't escape your wrath.
Monkey King's Tree Dance gives you camouflage, the drawback being sluggish and unable to use some skills and your primary attack.
Channeling spells are as of the same with the camouflage, but you have to stand still for maximum effect.
Drow Ranger's Marksmanship gives you quite a lot of agility, with the downside being if an enemy hero is near you, you lose the passive ability entirely.
Then there's Oracle. A hero with skills full of drawbacks that can counter almost any hero (another being Doom due to his powerful ultimate, Doom).





















