I've finished the resolution and base combat mechanics in my TTRPG
I need to write this somewhere, because otherwise, I'd just spend days rephrasing it with no meaningfull change, like I've done before.
The main feature is that any action can be opposed by just as impactfull action, both in and out of combat. No special abilities needed.
Which means that instead of core combat looking like this:
Fighter moves to Necromancer and attacks, misses
Archer attacks Necromancer, hits
Skeleton attacks Fighter, hits
Necromancer cast fireball on Cleric and Rogue, hits and misses
Fighter tries to approach Necromancer but Skeleton blocks the way and counterattacks.
Archer suspects Necromancer is up to something and waits
Necromancer tries casts fireball on Cleric and Rogue, but Archer attack the Necromancer, interupting the spell.
With that finished, I can move on to designing charcter classes. The goal I've given myself there is to give each class some spice.