To me, this is the most exciting element of Draw Steel:
I'm still concerned that these combats will go on too long as a result, but it's a much-needed shakeup.
TTRPG combat tends to get less interesting the longer it goes on. It becomes an exercise in slowly reducing your opponent's HP. Roll dice, wait for your turn, repeat. If new powers or resources are added to the battle as rounds pass, that changes the calculus.“Heroic resources are the first mechanic that we came up with,” Introcaso said. “We want the battle to get more interesting rather than at the beginning of the battle, I do my cool thing, and now I just shoot fire bolts for the rest of the battle because I don’t want to waste the rest of my spell slots. [...] What if instead you had to build up like a Street Fighter game?”
Rewarding heroic resources based on victories means fights get more intense as the adventuring day goes on. Directors gain their own resource, dubbed Malice, that they can use to empower villains. Malice also builds over the course of a combat, so that fights don’t become a forgone conclusion halfway through the battle as enemies are taken down. Colville notes that fights instead obey the Conservation of Ninjutsu trope.
“It's right out of every Marvel movie, every John Wick movie: the fewer the bad guys are, the more dangerous they become,” Colville said. “Usually fights in our game last about two and a half rounds. It's the third round of combat, and there's only one goblin left, and the director gets 12 malice, and the players are like, ‘Oh my god, what is this goblin gonna do?’ That feeling is amazing.”
I'm still concerned that these combats will go on too long as a result, but it's a much-needed shakeup.