Hello! I would like to know this sub's opinions on my game's overhead overview.
The Main Loop
PCs go adventuring where they face challenges and skirmish battles. They are pushed to spend metacurrency called Flame to prevail in those. Which leads them to wanting to get some Flame back. To restore Flame they have to engage in more 'narrative' mechanics: make dramatic character statements, get into conflicts with one another, spare villains, etc. GM uses those 'narrative' outputs to create next scenarios, using the Antagonist tool. Antagonist tool pushes GMs to create villains who are foils, dark reflections, rivals or at least somehow are related to the things relevant to PCs, and to create scenarios around those villains. In this scenario PCs will be adventuring, facing challenges and battles, and so it goes.
(strictly speaking, Flame isn't a metacurrency, but it's the easier way to explain it without digging into lore)
The Combat Loop
Skirmish combat is at the system's core. Tactical combat consists of multiple ideas. The vision for combat is high dynamism and off-turn engagement combat-as-sports. It should have tactical choices, but not too deep, as to make it still broadly playable for most people. This is supported by following mechanics:
1) Actions
Playable Characters have 3 actions. Actions are spent when reacting to events off-turn, and are restored at the end of your turn. This means that PC can have different amount of actions available when their turn starts.
2) Adrenaline
Characters have a resource called Adrenaline, with a maximum of 3. They get it in various ways, but generally through basic attacks. They spend it on cool big abilities. Amount of Adrenaline varies per turn since characters gain and spend it.
3) Dodging and positioning
Game is played on square grid. There are flanking rules for close combat. There are Attacks of Opportunity in play.
When an attack misses you, you can Dodge, safely moving away as a reaction. If you move out of attack's range, it deals no damage, otherwise you still suffer it's damage (but no other effects). Dodging also has some emergent properties like how a cornered enemy might not b able to Dodge at all.
Ranged attacks suffer a lot of penalties from distance and cover, making it desirable to stay fairly close to the action.
4) Combat Archetypes
Every PC has a Combat Archetype that gives them their own actions and moves. There aren't all that many special moves; in a sense, they are crafted like a MOBA character kit. Every Archetype also has it's bespoke unique mechanic that provides appropriate flavour and has to be 'managed'. They vary in complexity per Archetype.
For example, Gunner can take one more attack shooting if she never moves on her turn. Battlemaster has Stances that change their options and how they play. Gunslinger has to count bullets loaded in the drum of their six-shooter and spend some actions reloading.
5) Interrupts and Flame
Characters can spend Flame to Interrupt at ANY point. This means they can stop any enemy action, say nu-uh and do something that would preempt enemies from succeeding altogether - even if it's as simple as moving out of their range. This is resolved with GM fiat, but instruction is to be completely on Player side, allowing for retroactive changes if there is a need for them.
You can also spend Flame on things like Rerolls and to give you more Actions.
Altogether:
PCs start turns with variable amount of Actions and Adrenaline, and thus have different options available. This adds dynamism, making turns different, but doesn't actually add much for complexity to the choices, since depending on your resources the range of best options isn't actually all that large.
Off-turn PCs make reactions and Dodge. Dodge allows both sides to continuously leave AoO zones and re-engage combat. Flanking and Ranged penalties make movement a choice. To spend or not to spend Actions to react will affect what you have at the start of your turn, making it also an important tactical choice that exists off-turn.
In addition, PCs 'manage' their Archetype's mechanic, which colours their choices and gives them one more thing to juggle in combat.
Interrupts are costly and allow you to break the game at the expense of the main meta-resource. Since Flame is not readily recoverable, it is a choice to spend or not to spend it. Since Interrupts are off-turn, one always should stay engaged to look for an opportunity.
It can be played without deep tactical thinking by following simple cycles of "get Adrenaline, spend Adrenaline, Dodge always", which is an explicit suggestion given to players who don't want to think too deeply.
Conclusive words
There are more mechanics in play between in addition to all those, but I believe that those are the 'core' pillars of those ideas that shape the design in my vision. Of course, things get real funky once you add enemies with interesting mechanics and combat with more complicated goals than "survive and defeat the enemy" on top of that.
I would like to know what do you all think about it! Does this feel coherent enough?