Conflict as a mechanic.
WHAT COMBAT MUST PROVIDE
Decisions with consequences Readable threat Feedback on every exchange A skill ceiling worth reaching
WHAT THE CORE VARIABLES ARE
Damage and health Timing windows Range and positioning Resource costs Recovery periods
WHAT RECOVERY PERIODS CONTROL
Commitment: whether an action can be cancelled once started.
WHY THAT DETERMINES FEEL MORE THAN ANYTHING
High commitment makes combat weighty and punishing; low commitment makes it fluid and forgiving.
WHAT TELEGRAPHING IS
Warning before an attack lands.
WHY IT IS ESSENTIAL
Without it, damage feels arbitrary rather than deserved.
WHAT THE PLAYER MUST ALWAYS BE ABLE TO ANSWER
Why did I take damage, and what should I have done?
WHAT TO AVOID
Damage from off screen Attacks with no warning Randomness determining outcomes the player cannot influence Health totals that make encounters long rather than difficult
WHY THAT LAST POINT
Longer is not harder; it is only longer.
WHAT TO TUNE
Time to kill, in both directions.
WHAT TO TEST
Whether skilled players can win without taking damage.
WHY
It indicates whether mastery is actually possible.