Talk:Magic Armour/@comment-20355458-20150723190443/@comment-5008504-20150724005459

It's really the Distance-Power-Speed triangle, each area has one strong, weak, and center/irrelivent feature. Of course things like "Tanks" can bring in some things to modify strength and weaknesses from it but they sort of turn into more general combatants, no specific area of strength or weakness more central traits across the board.

Mages have strength in power, distance is less relevent and speed is limited due to charging times and the like.

Melee combatants have strength in Power, speed less relevent and but a weakness on distance because melee.

Ranged combatants have a strength in distance, are lacking in power and while they may have good speed there are some limitations for stopping to aim and shoot.

If you look at strong areas vs weak areas it begins to make the combat triangle more clear, I think.

Mages are able to use their power to hit slower moving, far away targets. Exploting their weakness. The distance benefit negates the speed limiations.

Melee combatants have a strength over Ranged combatants once they are able to get to them they are able to take advantage of the need to stop and take aim, as well as get ammunition. This makes up for the Melee combatants distance limitation, and once they are so close to a ranged combatant the distance benefit will be less useful.

Ranged combatants are able to take advantage of their distance in order to hit slow charging mages.

So while it's obviously vague themes but I've found using those vague themes to help understand the combat triangle in relation to trp.