Combat & Action
54 mechanics
- Action points
- Aggro/threat management
- Ammo/reload
- Area of effect attacks
- Armor vs health
- Backstab/positional damage
- Buffs/debuffs
- Chain/bouncing attacks
- Charge attacks
- Combo chains
- Cooldowns
- Counter-attacks/riposte
- Cover system (half/full)
- Critical hits
- Damage over time
- Damage types (physical/elemental)
- Destructible cover
- Execution/finisher moves
- Flanking bonuses
- Fog of war
- Friendly fire
- Glancing blows
- Healing over time
- Height advantage
- Hot potato - tension grows and release
- I-frames (invincibility frames)
- Initiative/speed system
- Interrupt abilities
- Kill streaks
- Last stand mechanics
- Line of sight
- Mana/energy pools
- Opportunity attacks
- Overkill bonuses
- Overwatch/reaction fire
- Parry/block/dodge
- Penetration/piercing
- Rage/berserk mode
- Real-time combat
- Real-time with pause
- Resistances/vulnerabilities
- Revive/bleed-out timers
- Shield/barrier systems
- Simultaneous turn resolution
- Splash damage
- Stamina management
- Status effects (poison, stun, burn, bleed, freeze)
- Style meter (DMC-style)
- Taunt mechanics
- Tick-based timing
- Timeline bar (FFX-style)
- Turn-based combat
- Weak points/targeted limbs
- Weapon ranges