10:43 AM
So each combatant picks three of any of their actions, the minotaur selects Move, Attack, Attack. The Warrior sees this and picks their moves as Defend, Attack, Move.
The minotaur's exact actions are Charge (move), Gore (attack) and Trample (attack). Whereas the warrior picks Brace (defend), Stab (attack) and Disengage (move)
Each action has specific rules that go with it, but the idea is that you've bought/picked/gained the actions that you can fit together like puzzle pieces. So Charge might mean that the next Attack action you take might knock over the combatant, and the Gore move might mean that if your last action was a movement action, it does extra damage.
As for Brace, maybe it can give a bonus to damage against opponents who moved previously this turn, and break ties when determining which actions resolve first. And maybe prevents being knocked over
How action resolution works would be in order of Control, Defend, Move, Attack (similar to DWAITAS), unless specified elsewhere
so for the two combatants, Brace resolves first and gives that bonus to damage, and then Charge does, and the minotaur moves into striking range. Secondly, Gore and Stab have to resolve. Because of Brace, the warrior's action resolves first, but otherwise it would have been determined by some other stat (::shrug::)
Stab resolves, damaging the minotaur, and then .... I'm not sure if opposed actions should in some way cancel out but narratively it feels like the gore should be lessened.
Lastly, the Warrior's Disengage action resolves before the Minotaur's Trample, which would have done extra damage to a prone opponent. Instead the warrior moves away, and the Trample attack doesn't resolve as it's out of range
now I need to find a way of writing that up that isn't overly complicated
It feels very 4e-esque, with a little bit of mouse guard/burning wheel thrown in