I had a weird idea for a game system, I'm not entirely sure how it should all work out but I've got a general outline.
The basis is the tags that you get for hunting. When you hunt (In America anyway) you get tags from the government that allow you to harvest an animal. The thing is, there can be multiple types of tags. There's big game tags, small game, trapping tags, etc.
I was thinking of a system that uses this concept. You would have big enemy tags, small enemy tags, and loot tags. If you have a tag that fits your enemy, you can defeat that enemy. If you don't have a tag, the best you can do is chase them off or stop their plots. Loot tags mean you can take something from the enemy and they are driven off or made ineffective for the rest of the game, this could be information or cool stuff, the interpretation of the loot is open to the player.
A player would buy tags at the beginning of a game, they could focus on small enemy tags and get say 10 tags, 10 loot tags or focus on big enemy tags and get say 3. Or the player could buy a general tag with 4 small 4 loot and one big.
What I'm not sure of is how much uncertainty to inject here. If you have a tag, do you automatically defeat the enemy? If you don't use a tag how do you drive the enemy off? I do want it to be harder to beat an enemy and let them escape if you don't have a tag, making using one tempting. Ideally I'd like this to be diceless but I'm not sure I can pull that off. I'm thinking that trying to beat an enemy without a tag usually means you're tied up in the fight for a longer period of time. Maybe the better your stat vs the enemy, the faster you can chase them off. . .
Anydangway, thats what I've got so far. If this keeps gnawing at my brain, maybe I'll figure out more.
What do you think? How should this work?