Let a heavy swing cost more than you have without breaking the turn
Big tools and weapons should feel heavy, but if the price is higher than your points per turn you can never use them, and if you allow it freely you can swing forever. This entry gives a rule that keeps heavy actions possible and still costly.
Why this works
A heavy action should be a decision with a price, not a door that stays shut. Letting a fresh fighter start it and then paying the difference back over later turns keeps it possible and costly. Requiring a full start stops it being spammed.
When not to use it
Skip it when your game is meant to be strictly fair on paper, such as a puzzle-like tactics game where every price must be exact and visible. Then make heavy actions take two turns, with the first as a visible wind-up.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a heavy swing cost more than you have without breaking the turn" (read_entry action-points-heavy-actions-with-debt) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP