I was thinking on this further. I look at a trait as the "cause" and the effect, well, as the "effect." Does a cause always lead to the same effect? What level of randomness in effects is appropriate and would be deemed fun?
Right now, it appears traits have 1 of 2 effects. They are resisted, or they are not. A web either holds a unit in place, or it does not. Thinking out loud here...
- Leave certain traits as-is. 1 of 2 things happen, simple.
- What if certain traits point to a table of possible effects and randomly chooses the effect from the table? In other words, all effect chances are weighted the same but the game randomly chooses the effect from the table's list of values. The table pointed to by the trait might the "Movement Impairing" table, thus the trait will choose an effect that makes sense for the trait.
- What if a trait is mapped to specific effects and each effect is given a weighted % chance? This gives specific control of the effects to the designer, but still adds an element of randomness to the player. For example, 25% of web, 25% of initiative penalty, etc.
- If a stat modifier is used, what if that effect is chosen at random from a range? For example, round 1 combat might be to throw the dice and the web slows the target by 1 movement (possible 1-2) for 2 turns (1-5 possible). Round 2 combat might be slow the target by 2 movement for 1 turn.
I have absolutely no idea how hard this would be to code or implement but the idea that there would be a controllable, yet fun, amount of randomness in tactical would be alright in my book.