No.021 / 280Action & reflex · Combat & tactics

One Stamina Bar for Everything

Swinging, blocking and rolling share one bar, so every attack borrows from your escape.

Prototype complexity
Who plays
Solo decisions
Design focus
Timing · Risk · Planning
Dark Souls IIINo.021Dark Souls III

01The core loop

Action → feedback → next choice
  1. 01Read the enemy's rhythm
  2. 02Spend stamina to act
  3. 03Hold a reserve, let it refill
  4. 04Strike again in the gap

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Stamina 100; light attacks cost 20, a roll costs 25. A knight has just finished a heavy swing.

  2. T2

    Turn 2 · The player chooses

    The player lands three hits, keeping 40 stamina so one roll stays available.

  3. T3

    Turn 3 · The feedback

    The knight counters; the roll saves the player, dropping stamina to 15 as the bar flashes red.

  4. T4

    Turn 4 · The next decision

    The player backs off to recover and waits for the next opening.

How it plays

Attacks, dodges, sprints and blocked hits all cost stamina, which only refills when you stop acting. Run dry and your guard breaks or your roll fails, leaving you to eat the next hit. The bar's length and refill rate set the tempo of every exchange.

What the player weighs

  • One more hit vs. stamina saved for a roll
  • Safe but costly blocking vs. cheap but precise dodging

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Dark Souls III
D

Dark Souls III

P1

Attacks, rolls, sprinting and blocked damage all draw from the green bar; blocking too much guard-breaks you, which makes a shield's stability stat matter.

Elden Ring
E

Elden Ring

P2

Uses a similar stamina model but adds the guard counter, so a blocked hit can flow straight into a punish, giving stamina another use.

The difference worth noticing

Dark Souls III frames stamina as attack-or-evade, while Elden Ring's guard counter turns blocking into an offensive opening.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
One Stamina Bar for EverythingCombat & tactics+

Make harvesting share combat stamina: tougher ore takes more swings, so mining near monsters means counting how many rolls you have left.

Prototype this combo in Yoroll

→Follow the next idea

Combat & tactics

Cover and Flanking

Cover keeps you safe until someone walks around it.

Prototype complexity
Who plays
Solo decisions
  1. 01Check where cover faces
  2. 02Move to a flanking angle
  3. 03Gain an accuracy bonus
  4. 04Guard against counter-flanks
XCOM 2 · Gears Tactics
Combat & tactics

Blow Up the Cover

If the enemy is well hidden, blow up the wall; the battlefield keeps changing.

Prototype complexity
Who plays
Solo decisions
  1. 01Find the cover they rely on
  2. 02Destroy it with explosives
  3. 03Enemy is exposed
  4. 04Follow up the attack
XCOM 2 · Frozen Synapse
Combat & tactics

Shove, Pull, Knock Back

Push enemies off ledges or into fire; position itself becomes the weapon.

Prototype complexity
Who plays
Solo decisions
  1. 01Find hazardous terrain
  2. 02Plan the push direction
  3. 03Shove or pull
  4. 04Hazard does the work
Into the Breach · Baldur’s Gate 3
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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