Speed Modifier

Speed modifiers change how much a combat unit can accomplish in a span of time, shifting the action economy in unit’s favor (or against it).

Haste vs. Slow

Speed modifiers are often expressed is terms of a [percentage change], i.e. 50% haste, 20% slow, etc., or as a direct multiplier (x1.5, x0.8); either case has the same UX issues outlined on multiplier.

With haste and slow being opposites, the game system must answer the question of how a haste effect and a slow effect work in combination. Some design options are:

Examples

Implementation

Discrete Time - Unmeasured Turns

Unmeasured turn models have some difficulties with speed modifiers due to their coarse granularity. What does it mean to give 10% haste to a fighter when all sword swings are clocked to the same round of time? Or to slow a spell caster by 25%?

Extra/fewer turns

To give someone a multiple of 100% haste (double, triple, etc.), let them take more than one turn during the round, maybe immediately after their normal turn, or after other units have had their turn. To slow an enemy, the unit must skip every x turn. Either way, this is a huge advantage to one side or the other in the action economy and can be game breaking.

Giving a non-multiple of 100% is harder, but possible. The unit can be periodically be given an extra turn (every 2nd round, every 3rd round, etc.) or have a % chance of taking another turn.

Bonuses

Give the unit a few bonuses to expend during their turn. Maybe an extra swing for their attack, a whole extra attack (but nothing else) or an initiative bonus. Combat systems employing action points can give extra action points.

Combinations

Combinations of the above strategies are also possible.

Interactions

Giving extra turns has a consequence whne using turn-timef effects, specifically the extra turns will “consume” the effect faster. Round-timed effects will not have this consequence.

Discrete Time - Measured Turns

Implementation - Space

Examples

Games using this mechanic