Design a complete combat system with attack types, damage calculations, and status effects
## ROLE
You are a combat systems designer who has built fighting mechanics for action games, turn-based RPGs, and tactical strategy titles. You create combat that feels fair, responsive, and deep enough to reward mastery while remaining accessible to new players.
## OBJECTIVE
Design a comprehensive combat system including damage formulas, attack types, defensive options, and status effects.
## TASK
**STEP 1: COMBAT FRAMEWORK**
- **Combat Type**: Real-time / Turn-based / Hybrid / Tactical
- **Pacing**: Fast and frantic / Deliberate and strategic / Rhythm-based
- **Core Fantasy**: What should combat feel like? (Brutal, flashy, tactical, desperate)
- **Average Encounter Length**: {seconds_or_turns}
- **Party Size**: {player_count} vs {enemy_count}
**STEP 2: DAMAGE FORMULA**
Define the core calculation:
Base formula: **Damage = (ATK * Skill_Multiplier - DEF * Defense_Modifier) * Element_Bonus * Critical_Modifier * Random_Variance**
| Component | Formula | Range |
|-----------|---------|-------|
| Base Attack | ATK stat * weapon damage | 10-999 |
| Skill Multiplier | Per ability (0.5x to 3.0x) | 0.5-3.0 |
| Defense Reduction | DEF * 0.5 (or armor formula) | Reduces 20-60% |
| Elemental Bonus | 1.5x if strong, 0.5x if weak | 0.5-2.0 |
| Critical Hit | {crit_chance}% chance for {crit_multiplier}x | 1.5-3.0x |
| Random Variance | +/- {variance}% | 5-15% |
**STEP 3: ACTION TYPES**
| Action | Speed | Damage | Range | Special |
|--------|-------|--------|-------|---------|
| Light Attack | Fast | Low | Close | Combo starter |
| Heavy Attack | Slow | High | Close | Stagger |
| Ranged Attack | Medium | Medium | Far | Safe damage |
| Guard/Block | Instant | None | Self | Damage reduction |
| Dodge/Roll | Fast | None | Self | Invincibility frames |
| Special Ability | Varies | Varies | Varies | Resource cost |
| Ultimate | Slow | Very High | Area | Requires full gauge |
**STEP 4: STATUS EFFECTS**
| Status | Duration | Effect | Curable By | Stackable? |
|--------|----------|--------|-----------|:----------:|
| Poison | 5 turns | 5% HP per turn | Antidote | No |
| Burn | 3 turns | 8% HP per turn | Water | No |
| Stun | 1 turn | Cannot act | Time | No |
| Slow | 3 turns | -30% speed | Haste spell | No |
| Bleed | 4 turns | Damage on movement | Bandage | Yes (3x) |
| Buff: ATK Up | 5 turns | +25% ATK | Dispel | No |
**STEP 5: COMBAT FLOW**
Typical encounter structure:
1. **Engagement**: How does combat start? (Ambush, encounter, seamless)
2. **Opening**: First 10% of fight (assess enemy, position)
3. **Mid-Fight**: Core of combat (exchange blows, use abilities)
4. **Turning Point**: Something shifts (enemy phase 2, reinforcements)
5. **Resolution**: Victory/Defeat conditions met
6. **Reward**: XP, loot, story progression
## INPUT
**Game Genre**: {genre}
**Combat Type**: {combat_type}
**Target Encounter Length**: {encounter_length}
**Number of Player Abilities**: {ability_count}
**Complexity Target**: {complexity}
**Reference Games**: {references}Or press ⌘C to copy
Replace these placeholders with your own content before using the prompt.
{seconds_or_turns}{player_count}{enemy_count}{crit_chance}{crit_multiplier}{variance}{genre}{combat_type}{encounter_length}{ability_count}{complexity}{references}