>>6009821> a Speed Kaiju can cross max distance, which immediately makes them unchasableConsider that the same is true for Size Kaiju now.
The underlying issue hasn't been resolved just shuffled to the lategame.
>Another thing that might be cucking speed is that it’s impossible to attack BEFORE they put up their defense. Its reasonable for a creature with highly developed reflexes to be able to do that though, provided they are aware of the incoming attack.
> Making the order of written actions matter seems difficult, because on a public board the 2nd player can just wait and weave all their actions to bypass the first poster, and that’s also something I felt shouldn’t be part of the game.Short of instituting privately submitted actions this form of metagaming is quite hard to address.
> Would love feedbackRegarding speed...
Consider a system where each level of speed contributes to a resource pool. Agility, alacrity, sprightliness - the name of the resource doesn't matter. Players can spend this resource to make free actions during their turn allowing them to ready dodges, conceal themselves, move extra tiles on the map, boost the initiative of a linked action, or perform other movement-orientated maneuvers - all actions valued at the kaiju's speed grade. The catch is that the rate at which this resource regenerates is +1/turn. So, a fast creature can flit around like crazy... for a little while, but will eventually exhaust itself and become vulnerable.
Regarding all stamina defense...
Consider an ablative system, each subsequent attack made in a turn reduces the grade of the defense by a degree until the next turn. For example, if a kaiju with D strength spends all of its actions attacking a kaiju with B stamina. The first attack would meet a B-grade defense and be resisted, the second attack would meet a C-grade and be resisted, the third attack would meet a D-grade defense and punch through - then next turn physical resistance reverts back to stamina's grade. This would simulate the gradual build-up of wear, strain, and pain when being hammered by multiple weak attacks. Making human forces a more serious threat, and incentivizing smaller kaiju to coordinate against their more dominant peers.
Alternatively, if this is too overpowered, perhaps only proc this defense ablation effect whenever the attacker's action roll returns a 3.
In whichever form it is used, this system also compliments the concept of a Block action, regardless of whether said action buffs blocking defense by 1 grade for the next attack or locks the block defense's grade to stamina for the next attack.
I'll mull over the initiative problem for a while longer and get back to you, but in any case I hope these suggestions prove useful.