No.211 / 280Strategy & systems · Unit command

Speed Sets the Order

Who acts first often decides the fight, making speed an underrated stat.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Timing
Darkest DungeonNo.211Darkest Dungeon

01The core loop

Action → feedback → next choice
  1. 01Tune speed stats
  2. 02Turn order forms
  3. 03Plan around the order
  4. 04Strike first or get struck

↻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

    An enemy assassin at speed 7 can kill your healer; your archer at speed 5 can one-shot it.

  2. T2

    Turn 2 · The player chooses

    Equip the archer with a +3 speed trinket before the fight.

  3. T3

    Turn 3 · The feedback

    At speed 8 the archer goes first and the assassin falls.

  4. T4

    Turn 4 · The next decision

    But without a damage trinket, the archer lacks punch against the boss.

How it plays

At the start of each round or fight, a turn order is set from speed, sometimes plus a random roll. Gear, buffs and debuffs shift it so key characters act before enemies. A turn-order bar with portraits is the core feedback.

What the player weighs

  • Stack speed vs damage or defense
  • Whole team fast vs healer acting after damage

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

Darkest Dungeon
D

Darkest Dungeon

P1

Each round orders units by speed plus a random roll, so high speed improves but never guarantees acting first.

Divinity: Original Sin 2
D

Divinity: Original Sin 2

P2

Initiative sets the order, with sides interleaved, and higher initiative lets key characters land control before enemies act.

The difference worth noticing

Darkest Dungeon adds randomness to order; Divinity’s initiative is more deterministic and plannable.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Speed Sets the OrderUnit command+

Enemy intents reveal only one slot before they act, so faster units see more upcoming intents, making speed an information edge.

Prototype this combo in Yoroll

→Follow the next idea

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
  1. 01Read the enemy's rhythm
  2. 02Spend stamina to act
  3. 03Hold a reserve, let it refill
  4. 04Strike again in the gap
Dark Souls III · Elden Ring
Unit commandNew

Focus Fire

Concentrated damage beats spread damage: one dead enemy is one less threat.

Prototype complexity
Who plays
Solo decisions
  1. 01Identify the top threat
  2. 02Everyone targets it
  3. 03It goes down
  4. 04Shift to the next
Age of Empires II: Definitive Edition · XCOM 2
Unit commandNew

Hold the Front Line

Put tough units up front to soak hits so fragile damage dealers survive behind them.

Prototype complexity
Who plays
Solo decisions
  1. 01Arrange positions
  2. 02Enemies hit the front
  3. 03Backline deals damage
  4. 04Refill when the front falls
Monster Train · Wildfrost
yorollGAMEPLAY ATLAS

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

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