Make big weapons slow by when you act next, not by skipping turns
A dagger and a huge hammer should feel different in a turn-based fight, but giving the hammer fewer turns makes the order confusing and unfair. This entry lets every action carry its own recovery time and settles who goes next when two ready times match.
Why this works
Slowness feels fair when it is visible and paid for in time, not in lost turns. A single timeline, where each action sets when the fighter returns, lets a hammer be strong and rare, a dagger weak and frequent, and everyone sees the order in advance.
When not to use it
Skip it when everyone should act once per round, as in a simple party game where fairness means equal turns, or when you want players to plan a whole round together. Then keep rounds and give heavy moves a cost in points.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make big weapons slow by when you act next, not by skipping turns" (read_entry heavy-weapons-recover-longer) 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