@Radio
Okay... this is kinda nitpicking, but you really just posted an alternative health system. The system you posted isn't mutually exclusive with the card system, and would actually work pretty well with it. All you did was make health more complicated, and remove the card system for attacks and other combat actions.
Like I said, that was made in like 5 minutes to demonstrate the core idea (multiple effects can be rolled up into 1 or a few numbers that can easily be compared to determine combat outcome). I suppose the max defense functions as a sort of hp, but it could be done away with on favor of a normal hp system, or chunky salsa, or only 1 defense value, or something else. The core idea stands, far as I can see.
@Paris
I think this kinda misses the point of Radio's complaints. If I understand him correctly, he wants creativity to be rewarded, and to not feel like his actions are completely limited to what appears on premade cards. This is why I suggested environmental effects be dictated by a character's movement; it allows people to use effects on the fly, as opportunity presents itself.
True, that is probably the core element here, along with not being restricted to the imagination of the person/people making the cards. Say a monster is going to escape to alert his friends, we have no ranged weapon ammo available and our fast char is down for the count. In desperation, I might try to do something unconventional and just throw my longsword at the thing and hope against hope it strikes true. A long shot, probably at a decent penalty, but at least I have the
option to try stuff like this. In the card system, I couldn't do this unless someone made a card for it, and even then I probably wouldn't take it during mission prep because the amount of cards is limited and it's such a circumstantial thing. I guess something like an "unconventional attack" card(s) could be devised to account for it, but those cards would be empty catch-all cards and kinda go against the spirit of the system, where everything is well defined and predictable/reliable.
Another element is the fact that I think a card system is less immersive, but that's a more minor point.
Player creativity and a reliable and complex combat system seem mutually exclusive, and the latter seems to be what PW desires. vOv?
The way I see it it's more of a sliding scale between the two, and we're trying to find an optimal balance.
I just want something that people can have fun with, and that won't slow the game down too much so that we can actually get people out and back quickly enough to make our 5 man teams a not insurmountable bottle neck.
PW, could you perhaps describe to us how you expect/desire the average expedition to go, in terms of "first X turns faffing about, then some 3-ish turn combat, then more faffing, some more combat of about Y turns on average, whole affair should be over in Z turns, then the next party leaves".