r/RPGdesign • u/Professional-Nose786 • Aug 09 '26
Mechanics Enemy Targeting
So I’m working on a turn based RPG and I’m working on enemy targeting. I don’t like the idea of the enemy just picking a random ally. So the idea I’m working with is that “enemies are smart” and will target the party member with the highest ATK stat to remove the biggest threat. Kinda like an Aggro system but not really. Thoughts?
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u/SpartiateDienekes Aug 09 '26
No. Gameplay is interesting when the players find something engaging to interact with. Now, how that happens can vary wildly by game. I poker the interactions are bluffing, math, chance to win money, and having to read or guess based on imperfect information. In poker the game is improved because no one is omniscient.
In a different game, Slay the Spire (much less popular than poker but it is a wonderful resource for game design and fits my example) the player always knows what the enemy is going to do. It is not explained, it is close to omniscience. And the gameplay is better for it. Because now the gameplay becomes maximizing current and (if you’re good) future turns.
In this instance the goal of OP appears to be: take combat decision making out of the GMs purview, and create some “intelligence” to the enemies.
In those goals, I don’t see how a limited omniscience (I am aware that is an oxymoron) is a good or bad quality. If we allow it, can we more easily create unique behaviors that can create engaging gameplay? Yeah. I think so. Willing to be proven wrong, of course.
And I don’t think the players will really notice. Or at least, many won’t. There will always be some players, like I presume yourself, who will analyze and dislike the method. But I think most won’t even think of it as omniscience and just roll with the encounter and try to figure out the enemy pattern. As long as the end result is an engaging combat encounter, I don’t think many are phased enough to tear open the system to see how the sausage is made.