Right so, trying to design a game that takes a bit of influence from Dark Souls and whatnot by giving weapons a moveset rather than just being sticks of varying sizes that people use to confer stats bonuses to themselves.
So what I'm thinking is to have a card-based system. Each character has a deck representing their innate skills, each weapon has a deck representing their properties. A character's arsenal, which they actually use in combat, consists of cards selected from their own deck and their weapon's deck with a set chance to draw. Since the cards and ratios are player-selected, they can ensure that they never draw cards they don't have much use for, and ensure that the probability they draw a card they need more often is higher. Provided of course the ratio isn't something ridiculous, like setting a card's draw probability to 0.0001% or something. And yes, this means that it is impossible to deck out, that's why it's called an arsenal, not a deck (and also because trying to call it a 'deck' or 'card set' would make it really confusing really quickly).
Cards fall into one of three categories: Action, Impulse and Tactic.
Action cards represent some sort of action (usually an attack) their user intends to perform. These are more or less the backbone of every arsenal. You need to pay a deployment cost (in the form of Focus which is basically MP) to play one. It will then gain charge every turn (usually 1 charge per turn). When it has enough charge, it becomes readied, meaning it can be declared or overwritten, it still gains charge though. If you declare the card, it will destroy itself at the end of the turn and use its ignition and impact effects. Or, you can overwrite it, where you destroy it to play another action card which inherits all the charge and ignition effects (it will still have its own ignition effects as well), the catch being that the overwriting card must inherit enough charge to immediately become readied, and that it will automatically declare itself.
Tactic cards represent some sort of plan that extends beyond "stab pointy end of weapon into soft fleshy bits of enemy". They have upkeep costs that need to be paid each turn (which can take the form of Focus costs, raising deployment costs, draining charge from action cards, preventing more cards from being drawn, etc) and in return provide some sort of continuous effect.
Impulse cards represent the user going "fuck it" and doing something without any planning at all. So they usually, don't cost any focus to play instead requiring Action and Tactic cards to be sacrificed. They do not require any charging at all and automatically execute at the end of the turn.
Fog of war will be in effect, so characters can only see the hands and cards of their allies. Even the deployed ones. Since combat will be grid-based, characters would still be able to evade attacks even if they have no idea what their opponent's cards are (such as by deducing the person with a giant sword is probably not going to be able to do much if you don't stand too close to them).
Does anything with this system immediately jump out as being horribly broken, abusable or poorly named?