Just so you're aware... I had a very difficult time reading your post without want to slap "Quote" on it immediately and reply as I read it. So, you'll have to keep that in mind as you go forward reading my replies here. I got through almost the whole thing without wanting to hit reply. Alas, my patience wasn't strong enough. I hope you understand.

Some of my replies to what I quote, as a result, will likely be a little bit "knee jerk".
@Tai_MT
I understand where you're coming from, but I think you got overly fixated on my sidenote that positive "Revenges" could be added. This was not meant to be a true fixture of the system (I agree if it were 50/50 it would miss the point), but rather an uncommon surprising "feel-good" for intrepid players who make it a point to discover each mechanic of every enemy because they
want to - the "Spade" types on Bartle's taxonomy.
Importantly, you could completely eliminate the positive Revenges from the design and my suggestion to telegraph the triggers would still be the same.
The only aspect I chose to comment on, was the one that I had an issue with. I thought the rest was good and worked well. The two issues I had were the aspect of the "positive" Revenge mechanic you mentioned and that your system didn't seem to do what I wanted to do. It does seem to accomplish aspects of it, though it flavors it entirely differently than what I am attempting.
Does that make it better, or worse? I don't know. What I know is that if I implemented it how you had described it, it would lose that feeling that I'm trying to capture. That moment.
With that established, I'd like to invite you to look at how my last proposal "KTUE Revenge" (Known Triggers, Unknown Effects) serves or doesn't serve your goals:
As in your current system, KTUE would allow you to design weaknesses that would be dangerous to exploit against a specific enemy within a larger type. In this regard, they are very similar.
The great thing about KTUE is that is actually allows the player to engage in the exciting Risk-Reward dynamic. Risk-Reward falls apart when the player has no idea what actions will bring about Risk. It would be like if both the dealer's cards were face-down in Blackjack, or if you had to wear glasses that blinded you to all of the terrain beyond 5 yards away in Golf. Without some information to inform your decisions, Risk and Reward become meaningless. You start searching for weaknesses blindly and hope nothing bad happens when you first hit one. With KTUE, you know when the Revenge will hit and it's up to you to decide whether the Reward (the action that triggers it) is worth the Risk.
For me, that's not how it sounds at all. I think of it more in terms of "Fog of War", where your system would be akin to having a "reveal the whole map" cheat enabled and mine would be akin to revealing something on your own, and then using that information to make intelligent decisions afterwards.
You go into combat not knowing which element will cause the "Revenge" mechanic. You can go the entire combat without triggering it, in fact. Without ever discovering what it was. But, if you do trigger "Revenge", it is a key piece of information that allows you to make informed decisions going forward. Was the juice worth the squeeze at that point? Did the reaction not do much damage to your party? Was it something you don't mind dealing with in order to do a lot more damage? Could you plan around the reaction in order to continue to exploit the weakness?
The difference in the way I want to do it and the way you want to do it, is whether or not the player has all the information available immediately. In general... as a player... if you advertise to me, before I ever do it, that an action is a bad idea... I'm just not going to do it. "If you use this element, the enemy will hit you with Revenge". Why would I ever engage in it? You are telling me, specifically, as a player, not to do it. So, I'll avoid it. After all, I don't know how much damage the Revenge mechanic will deal to me. Why would I waste a turn to find out? Why would I risk unnecessary damage to find out? After all, the "Revenge" could be anything. It could be absolutely devastating. It could be a nuke. I have no way to know. Knowing which element drops this surprise on me would simply prevent me from using that element for that fight.
But, if I have no idea which element will cause "Revenge", then it has a chance to strike me once in combat, and then I can make a tactical decision going forward. It makes the combat more engaging as I now have to react to information that was just revealed to me. Rather than setting up my tactics at the beginning of combat and never deviating, I now have a chance that I will need to deviate from my original tactics once the "Revenge" hits.
KTUE can do this from the very beginning of combat, instead of the player's strategy always starting out the same (naive to any Revenges that might or might not be present) - and in fact, this is the point of KTUE! Show the player what actions will be extra-risky against this enemy, and encourage them to come up with alternate strategies from the get-go and test them as they fight the enemy.
I have found that as a video game player... this pretty much never happens. In any strategy game I've played and indeed most RPG's I've played... I tend to just adopt 3 or so strategies for every encounter. Very little deviation from these three. If strategy 1 won't work, I simply move along to the next most effective one. The next most efficient. If I go into combat knowing immediately that Strategy 3 will be the most effective, why would I ever do anything differently? I won't need to test anything. I won't spend any time testing new strategies. After all, the three I came up with at the beginning of the game have served me well since then. Even if I can't do Strategy 1 from the start of combat, I'll do Strategy 3. I've already decided my course of action from Turn 1 and won't bother changing it at all. There's no need to. No need to spend time mucking about with tactics and strategies when I've already got the three most efficient ones before midgame.
But, if I go into combat thinking I'm going to use Strategy 1, then get part way through implementation of it and discover it doesn't work... well, then I need to change what I'm doing. Consider an alterative. Especially if I'd already committed a few actions to Strategy 1 that are exclusive to that strategy. I might have wasted 4 actions and need to spend 2 more to recover from it. Then, decide how best to implement Strategy 2 when I'm down 2 turns already. Do I need all 4 turns to implement the next strategy? Can I use the remaining two in order to begin set up? Which characters do I spend the actions from in order to erase the mistake? I'm off balance for a little bit. I have to spend a few actions to enable myself to get back on balance.
This is the one goal that KTUE falls short in (except where you hide a trigger as a "???" condition), but much further down this post I'll explain why I feel "the juice isn't worth the squeeze" for these Surprise! moments.
For me... the juice is worth the squeeze. I outlined why above. For me, having to make those decisions, is a level of engagement I tend to seek in combat in RPG's. As mentioned before, I usually just adopt up to 3 strategies and steamroll the game with them. If I am thrown off-balance at some point and must consider which strategy will work when the first one doesn't... and then how best to implement that strategy while erasing mistakes or dealing with new wrinkles.. It means I have to engage my brain. I have to consider my next actions a little more carefully than I otherwise would have.
About your Current Implementation: I clearly understand that you are not springing "Boom! You've been one-shot" traps on your players, and that the Revenges will generally not be completely gamebreaking. I get that it's designed as a heavy wrinkle in battle, not as a black hole, and that's good. The framing is good too, with the natural way you can learn about "beneficial" reactions (#2) and Revenges (#8) by talking to people. I think your philosophies are good, but I don't think your mechanic is lining up with them properly (it might feel like it does from the designer's point of view, where you know all the elements, weaknesses, and Revenges - it won't from the player's point of view; I feel pretty confident in saying that). Among some of the things complicating it are:
A) The player doesn't know which enemies do and don't use this mechanic. Therefore they will actually need to play every battle the same way (in regards to this mechanic) in the early stages, going against your Goal #3.
That's sort of the point. Players will learn very quickly that Bosses tend to have this mechanic fairly exclusively. Some tough regular monsters (or the more rare ones), will have it as well. It will be something they do not expect in the field, but will expect at the end of every dungeon or questline. If they've been fighting in an area for a while and only just now encounter a monster, they may expect it has a Revenge feature as well.
But, I think it simply requires proper signposting in order to get the concept across to the player. NPC's tell them the mechanic exists, they see it in action a few times, they begin to expect it. How they deal with it, will be the interesting aspect.
Players, by nature, will use the same winning strategy in every single combat. Unless you tell them it won't work. If you tell them it won't work at the beginning of battle, then they move along to the next most effective strategy. However, if they don't know it won't work until partway through the first turn, or early on, then they have to take a little bit of time to set up the second most effective strategy while also removing the wrinkle suddenly thrust upon them.
I do not think my players will try a new strategy every single combat. I don't know of any way that any dev could ever get any game player to do that. In any game. No matter how they try to get around it. Players will spend time experimenting early on in the game, once they find the most common ways to win combat quickly and easily, they will resort to that tactic, or small set of tactics, for the rest of the game.
I am certainly not the dev to try to find a way to keep players from being as efficient as possible.
Instead, I want to let the players have their "efficiency" to an extent, but also teach them some other efficient things to do in combat... as well as how the enemy can and will counter a common tactic. If you splash water on the Fire Elemental, you will get hot steam on your party. You will not be able to rely on water elemental equipment or water elemental skills. But, maybe you consume a bit of damage first, and need to heal up afterwards. It literally forces players who aren't overpowered to adopt a new tactic to win. As well as adopt it from a newly created position of disadvantage. That disadvantage isn't likely to last more than two turns (8 actions), but it will force the player to use different tactics than their usual. It also will not allow them to quickly swap to a secondary tactic that they know will work, in order to win the fight as effectively as they would have by using the first tactic. Yes, the second tactic will be quite effective and win as easily as the first might have let you. But, you have to spend a few turns to get your second tactic rolling now. This will require you actually engage with combat rather than just go down the list of "effective tactics" in your head. You now have to make a small plan to swap over to the second tactic.
B} In no world are these weaknesses "dead obvious". That's why I generally recommend simply telling the player an enemy's elemental weaknesses/resists upfront if you intend them to be intuitive. Because unless you're doing something like color-coding the enemies, it never is intuitive like you think it is.
This largely depends on implementation. I didn't go into details, because I didn't think it necessary. I simply stated that it works a lot like Pokémon with archetypes, except I make it "dead obvious" what archetypes the enemies fall into.
So, for example:
"Shelled, Armored, Metal, Metallic" in the name generally means it's got the same weaknesses as anything else that some kind of armor on it. Likewise, if the sprite has a giant shield... Yeah, it's armored. Or, the sprite shows plate mail. Or, the sprite is literally made of some kind of armor. The "Armored" weaknesses will work on it.
Basically, just assume that the player is "signposted" on what is effective on which enemies as they move forward. They're usually given the baseline weaknesses of their archetype, with secondary weaknesses being something they can discover on their own (and most likely memorize, if they want to use those secondary weaknesses later).
I don't really see a need to side-track things with a list of my archetypes and why things work on them. But, I'll try to explain in places where you've asked questions.
This has more to do with the design of Elemental Systems than with your Revenge system per se, but among the confusing elements in your examples:
- Since they're both rabbits, I would assume at least most of the weaknesses carry over between different versions
Would you also assume that a Fire Wolf would have some of the same weaknesses as a Water Wolf?
For the sake of argument, let's say that "Rabbit" is an archetype (it isn't). If it were, then yes, they would share some of the same weaknesses. The example was merely meant to highlight that just because they seem similar, does not mean they are. Because, they have important differences in what they are.
A player may "assume" that Rabbits are fast creatures. In the case of the first, they would be right. However, once you saw a Rabbit use "Swift Blows", you know it's a fast creature. It falls into the archetype of "Speed". Likewise, an "Armored Rabbit" wouldn't fall into the archetype of "Speed" simply because it's Armored. It would fall into the Archetype of "Armored". "Slashing" in general, works on any target that doesn't have any sort of armor. This is why it works on Plants, but not on Bugs. It is weak to Fire simply because it is a "Regular" type of enemy (these are usually organic beasts. Wolves, dogs, snakes, rabbits, etcetera. Provided that the beast doesn't have some natural affinity for the Fire Element, or some way to actually resist it. Say, it isn't a Desert Wolf, that is used to heat and isn't afraid of it. Though, admittedly, the NPC's will warn you about this one, as it's an exception to this single element not working on this common creature.).
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Rabbits, associated with magic in most stories they appear, wouldn't intuitively be weak against a Magic element
In general, Speedy enemies are weak to Magic. Unless, of course, they've got some sort of natural armor. There are few exceptions to this rule. If a creature is fast, your best bets are usually just to hit it with a strong regular attack, or hit it with something that is "Magic" element.
But, this follows the established internal logic of my game. I was not trying to point out that by not playing my game, you would know all the weaknesses off hand because they "make sense" completely out of context.
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Speedy things should be harder to stop; therefore, while I sort of get where you're coming from, weaknesses to Stun and Paralyze seem at least as counterintuitive as they are intuitive
With the internal logic, these are two states that will work most of the time against enemies who's primary focus is "Speed". Likewise, "Blind" tends to work primarily on those who are primarily "Strength" enemies. "Sleep" tends to work primarily on those who are "Magic" enemies. It's a list of archetypes again. No need to really get into it.
Just want to let you know that there is internal logic within my game for it, that is taught to the player, so that they can make informed decisions without having to "guess a weakness" most of the time.
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One of the last things I'd try against heavy metal armor is Bashing it with blunt damage!
With the internal logic of my game, "Bashing" damage is primarily used to shatter armor. A sword or spear are more likely to "glance off" of an opponents armor. But, scoring a direct hit that at least dents the armor, guarantees damage nearly every time (this is my own logic, which is essentially told to the player in the game. It's a justification for why there are 3 types of physical damage as well as why a player may way to swap armor rather just hitting 'optimize' all the time.).
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In the real world, the only thing that will kill more bugs quicker than fire... is frost! Why aren't bugs weak to Ice?
Many bugs actually "hibernate" to an extent during winter, in order to survive deep freezes. Granted, a sudden freezing would probably kill them... But, ice elemental magic tends to be one of two kinds: 1. Freezes existing water in an enemy to cause damage. 2. Freezing small and localized areas on contact. Basically, it's just "Lore Consistent".
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Speaking of which, most (all?) Bugs have exoskeletons, or in other words, natural armor! Intuitively, the weaknesses and resists should be similar between a Rabbit with Natural Armor, and a Bug with Natural Armor
Yup, that's why Bashing attacks work on Bugs. It isn't something that's immediately obvious in the context of my game (it tends to be the third element players discover works on bugs, rather than Earth), so I telegraph it in a couple places. A little girl, in fact, tells you "I hate bugs! If you Bash them, they die quickly though! SQUISH!!!" in the first town.
Congrats, you have naturally intuited why my Insects are weak to Bashing attacks.

I taught you without you having to play my game.
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Why are bugs weak to Earth? That's their home, that's where they're comfortable! Are birds weak to wind? Are glacials weak to ice?
Lore reasons, mostly. The short version is because of the way Elemental Magic actually works. Put simply, it's basically just pelting people with rocks. Or sand. Or dirt. Bugs may be at home in the earth, but if you've ever dropped a rock on one... Or flung a handful of sand at mosquitos... Yeah, tends to be pretty effective. Basically, "Earth" tends to work on the same principle the "Bashing" element does. But, flinging Earth Magic around can be minerals of all kinds, in many different shapes or sizes.
Plants don't have resistance to Earth magic though. They take normal damage from it. Just in case you were wondering ~_^
Really what it creates is a world of try different elements, and try to memorize the weaknesses and also memorize what weaknesses inexplicably lead to Revenge actions. It's guesswork into memorization. That's a "difficulty" of sorts (and admittedly it's better than some RPG mechanics), but it's not a deep or fun one. It's kind of like playing a simple game like Candy Crush but forcing players to keep their score on an abacus, whereas if you hand players a calculator you can make the game more strategically rich because the players can devote their attention to strategy rather than bookkeeping.
There's no more bookkeeping in my system than if you were to play Pokémon. Granted, everyone who plays that memorizes most of the chart, and most of the monster typings. I actually slim it down quite a lot by giving most creatures a "primary" attribute and two "secondary" ones. The primary attribute is always the easiest to remember and figure out. Is it Plant, Bug, Armored, Magical, Elemental, Regular, Speed, Strength, etcetera? "Not so obvious" issues tend to be covered by NPC's. Like with my "Desert Wolves" who do not run away when inflicted with Burn and who are not weak to Fire.
Essentially, the player is simply asked to remember two things: "Every enemy has 3 weaknesses" and "1 is a weapon weakness, 1 is a type weakness, 1 is an elemental weakness".
What does that look like?
Weapon Weakness
Slashing
Bashing
Piercing
Type Weakness
Strength
Speed
Magic
Elemental Weakness
Fire
Water
Ice
Earth
Air
Lightning
Nature
Life
Death
Even further, they are not required to exploit a weakness anywhere in the game. It is truly only beneficial to do it against bosses or strong enemies. The weaknesses just ensure that a party composition of nearly anything will allow you to win the fight. In fact, all of the weakness types are highly dependent on which characters you bring with you and what equipment you put on them. There may be cases where you can't exploit all three weaknesses, because you do not have diversified weapons across the whole party or you may not have brought anyone who can use an Elemental Weakness. No matter what you do, however, you'll have access to at least one Weakness.
It is very difficult to accidently cheat yourself out of all the weaknesses. It can happen, but it is sort of rare.
Still, there's no need to even exploit a weakness to win fights. Regular damage will win a fight for you, it'll just take a few more turns than normal. There are quite a lot of options here for "neutral" elements here that will inflict normal damage.
By and large, players will basically be inflicting "normal damage" for most of the game, and really only caring about weaknesses as they need them, or discover them.
C) In the end, is this a lot different than the boss/enemy simply having an unintuitive "Immunity" to an Element that they should intuitively be Weak against? You surprise them once with something that isn't particularly effective (e.g. the Revenge skill heals the damage done or cleanses the status), or is more harmful to the player than to the enemy (e.g. the Revenge skill does half the character's health and applies two levels of Poison), so the player doesn't use that element again against that enemy. Kind of the same result as if the player hit an unexpected Immunity and then found herself behind the 8-ball for a turn or two as far as battle pace goes. It's a "Weakness" that might as well not be a Weakness at all.
If that were the only aspect to any combat in RPG's, sure. But, it's not. It's not even the only aspect to combat in my own game. "Maul" is a Piercing attack. It is possible to equip armor that reduces damage from "Piercing" attacks. Say you have this armor equipped without knowing the boss will use a Piercing Revenge against you. Then, you hit it with Fire, so it does "Maul" to you. The damage is practically nothing, but you still get poisoned. Spend a turn curing the Poison, then hit the enemy with Fire again, since their Revenge was so pitiful.
Put simply "Immunity" is not the same, nor will it ever be the same, as an action in combat simply punishing the player for doing something. Immunity prevents a course of action, absolutely and entirely. "Revenge", allows the player to work around it. It allows the player to continue to take the same action and still inflict damage doing it.
Economy of actions is quite powerful.
With Immunity, you can make a boss take 0 damage from the Infinity +1 Sword. With "Revenge", the boss can still take the full damage (or more than full damage!) from the Infinity +1 Sword, but he will react to you hitting him with it and use his Ultimate Attack in kind. Immunity completely nullifies an incorrect action with zero chance to ever use that action. "Revenge" simply punishes an incorrect action, but allows you to continue making that incorrect action if it isn't very punishing.
In fairness to your current system, I do think you'll accomplish that. You'll get the one-time jolt of surprise (and perhaps disgust), and perhaps an "oh crap!" if the player was already in a poor position when they hit a Revenge while they're already in a poor position. But consider that you'd also get that same dynamic with completely random "screws" in battle! Meteor comes by and deals damage to your party? Jolt! Random enemy falls from the sky and joins the opposing party? Jolt! Your skill randomly backfires or has no effect? Jolt! Enemy just happens to use its random Steam move instead of its normal action pattern? Oh crap! Like your system, these random screws provide a momentary surprise and setback that the player needs to recover from once, and are likely never seen again (during that battle at least). And because the player has absolutely no way to predict that either one are coming, and no agency to prevent it the first time (which you said would likely be the only time it happens anyway), I feel it's fair to say that completely naive Revenge is similar in dynamics to RNG Screws.
I understand where you're coming from with this. You like everything to be telegraphed to you. You want to know what's coming before you have to deal with it. I get that. I play a lot of games with a walkthrough or guide for this reason. So I don't miss things, so I can make the best possible choices, and so I have something to fall back on when something isn't explained to me properly.
However, I do not think this way "in the heat of the moment". I get bored with memorizing attack patterns, or memorizing a single course of action for whatever the boss does. There is no skill in this. Very little thinking involved. Just rote memorization. Train your fingers to do things without your brain providing input. I've worked jobs like that. Where my brain is thinking of anything except what I'm doing, because my body and fingers know what to do from so much repetition and memorization. I do not want to do that in a video game. The moment I begin to do so, I privately wonder why the game can't just play itself. Why does it even need me? I'm doing little more than a second job for free.
But, I'll address your point anyway, rather than just my own personal perspective and bias.
There is a world of difference between something the player does to cause themselves inconvenience, and something the dev does to cause inconvenience.
As mentioned before, my mechanic works more like "Fog of War" than "unfair nuke". You may find that exploiting a specific weakness results in the enemy taking a specific action against you. Will you do it again? Probably not unless you can handle it, or it didn't do anything important to you. It's honestly the same concept that's spread across nearly every video game there is. Giving the
player experience to do their own learning rather than giving the
character experience so that the player doesn't need to learn anything.
Put simply, it is less important to memorize each individual weakness, than it is to simply remember that every boss has "Revenge" if you hit them with the wrong element. It is a mistake the player will likely make just once. Though, who is to say it doesn't have merits to invoke "Revenge" at opportune times? If the enemy is charging up his nuke, you could invoke "Revenge" as a means to cancel his charging, cancel his nuke, and have him use the "Revenge" attack instead. After all, if you trigger Revenge, the enemy is guaranteed to use it the next action they have. It can be used as an interruption. If the boss heals every third turn, what stops you from invoking "Revenge" to get him to skip healing this turn? In essence, "drawing aggro"?
If you advertise which elements will invoke "Revenge", you lose interesting tactics like this. If the player knows that "Revenge" interrupts any action, they will invoke it anytime they want to avoid the enemy using a specific action. The way you want it implemented, gives away the game immediately. It essentially hands the player the win. It nullifies any interesting play you might've come up with from the dev's side of thing. It destroys any possible tactic you could've employed that revolves around "Revenge".
You likely never considered that you could use my system against a boss, had you? It never crossed your mind, I'll wager. You saw it only as "it punishes the player for doing something". That's not your fault. You've likely played as many games as I have. You've been conditioned to think and act and react specific ways by so many RPG's the exact same way. No variation. No surprises. The game must have systems that have X and Y stipulations, or it is problematic and people will probably not like it. Not that there's anything wrong with this line of thinking, since it is absolutely true. But, I think there's more to be said about why those stipulations need to exist and not necessarily that those stipulations, themselves, need to exist.
In designing my "Revenge" system, I'd considered about half a dozen ways a clever player could actually exploit the system to an advantage. "Save Scumming" actually being the 6th thing on the list, and thing I was least concerned about.
I simply do not see the value in holding the player's hand every single step of the way. I do not see the value in preventing the player from learning things by themselves. I do not see the value in curating 100% of the experience the player will have in a game.
For me, these things remove my freedom. These things put me in shackles. They remove my fun. All I need is just enough to allow me to experiment on my own. Enough to figure out, on an intimate level, how things work, without having to get a lengthy explanation, or have the design team spell it out for me.
For reference: I just recently started playing "Elex". I'm playing it Blind. I have no idea what's going on. I don't know what any of the items I pick up are for. I don't know what I'm doing. But, you know what the game told me? "You can go anywhere you want, right from the beginning. Do whatever you want. Here's some baseline Quests and the bare-bones of how to use your menu and a few systems... now go nuts". That's what I've been doing. It's the sort of game I enjoy. The sort of experience I want to craft, to an extent.
Here's how the baseline of the game works. Go nuts. Figure it out as you go along. I'll throw a wrench in here anytime I think you might be getting too comfortable, just to keep you engaged and keep you learning new things.
But, that's just me. I love that jolt. That moment where I'm pulled from my reverie. Where I actually have to pay attention to the game. That moment I stop playing on "automatic".
Why? I don't finish a lot of games. Most of them, I get 10 hours in and quit playing them forever. They aren't engaging enough. I don't have to pay attention to what I'm doing. I learned everything the game was going to throw at me in the first two hours of play and it hasn't iterated on it at all since. It hasn't thrown anything new at me since. It hasn't required I be creative since.
The games I do finish? They either provide a wonderful story (this is really the only reason I play RPG's as they're all dreadfully dull for the above reasons) or keep throwing new things at me until the end of the game, so that I am engaged as close to 100% of the time as possible.
That jolt is important to me. But, it has to be the right kind of jolt. Not the kind of jolt that exists as, "rocks fall, everyone dies". The kind of jolt like, "I need to think about what I'm doing, because a piece of my own strategy isn't going to work as well as I thought anymore".
Trust me, it's a good jolt. When it's used on me, I feel pretty happy.
However, looking at it in terms of the desirable (wrinkle in strategy, moment of surprise) versus undesirable (arbitrary disadvantages, subversion of intuitive gameplay, mental bookkeeping) dynamics that naive Revenge brings to the table, I think it's hard to say that the juice is worth the squeeze. It's noble to try and prevent the player from falling into a tired strategy that always works against every foe, but arbitrarily telling your player after they've decided on an action that the action doesn't work and/or will harm them more than it helps them seems like a poor way to go about doing that. The player will simply fall back on the second-best reliable tactic and hope that it doesn't also have a Revenge mechanic in place against it. It's only when the player has a way to judge what could reasonably be coming, and makes decisions based on that information and the risk and reward inherent in it, that such a system starts to shine.
Except, the action does work. It isn't Immunity. It is the enemy doing something to counter what you have done. Nothing more. Nothing less. Is it also unfair for the player to do something to counter what the enemy has done? What's the difference?
I'm afraid, at this point, I don't understand your concern. You speak as though these things are absolute:
1. Players must always exploit a weakness to win combat. If they don't, they will lose. Thus, they will always be seeking the enemy's weakness in combat.
2. Players must memorize every single weakness of every single enemy in combat in order to secure victory.
3. "Revenge" is so onerous and punishing that players will be 100% angry with the game, turn it off, and not play it.
4. Players must be told about any and everything ahead of time in order to make good decisions. It is a requirement for players to
always make the best decisions.
Those things aren't absolute by any means. As primarily a video game player:
1. I win most combat in games without exploiting weaknesses. I do it usually through Brute Force. Mostly, 'cause I don't care about weaknesses. Also, you can win most combat without ever hitting a weakness with ease in most games. Exploiting a weakness is just a means to end combat faster. It is not a reward. I've never once seen it as a reward, even when I was 12 and first getting into RPG's. If I can end combat in 1 turn without exploiting a weakness, why would I take the time to exploit the weakness?
2. This has never been true in any RPG I've ever played. Not even Pokémon. I know a good chunk of their "weakness chart", but I don't have it memorized. Especially not with 800+ monsters to memorize the typings of. It's just not feasible. It's pretty much universally better to use a weakness to the enemy if you have it, but is never a requirement. The only "bookkeeping", I've ever bothered with in the game is to prevent "It's not very effective" or "it doesn't affect X type!" attacks. Which is, currently, a lot less bookkeeping to do. You do not need to use Water against the Fire Elemental to beat it. Feel free to use standard weapon attacks if you like. I promise you, it'll still die. You may have to spend an extra 10 actions to kill it, but who cares? There's a reason the phrase "Tank and Spank" exists.
3. "Revenge" only happens for exploiting a single weakness, and that's it. It isn't that problematic. Players, likewise, aren't likely to get annoyed with something they only have to deal with during boss encounters and a few rare monster encounters. It does not kill you unless you're already doing poorly in the game in some capacity. At which point, it isn't the fault of "Revenge" killing you or hindering your party. It's your poor gameplay. Your lack of preparation. Your lack of strategy. Your lack of skill. Etcetera. It is designed so that it is only punishing to a player who is already not playing well. As in, a player who would struggle, even if the mechanic didn't exist in the first place. It does not hurt players, in the slightest, who cover all the basics of playing any standard RPG: Keep healed up, carry consumables, use buffs, remove debuffs, level properly, buy and equip the proper equipment.
4. I don't believe in telling the player about things ahead of time. It removes much of the skill and strategy involved in games. Vital information a player can't easily figure out on their own should be telegraphed, yes. But, a system like "Revenge", that merely sets you back a few turns in combat isn't really one of those things. It loses more than it gains by telegraphing what elements will trigger revenge on bosses. Basically, it strips all strategy and
critical thinking skills out of combat in favor of just allowing the player to decide how they want to win combat at Turn 1, Action 1. It is more valuable and engaging to let the player learn things for themselves, rather than telling them exactly what they need to do.
It's for all of those reasons that I suggest designing your Revenge system around having some kind of information (such as Known Triggers) that can inform their actions.
I simply don't agree. So long as the goals I want to accomplish with it can be met, I'll do it my way. It'll likely require tinkering as I go forward and collect feedback, but as long as players are giving me the reactions I'm seeking... It's doing the job it is designed to do.
I highly doubt players will be as frustrated and universally "turned off" by my system as you imply. Maybe that's my own bias. I don't know. But, here's what I do know:
Nobody has ever tried to do what I'm doing with "Revenge". Not a single dev that I've ever seen. It's completely uncharted territory. The closest thing I've seen to it is a single boss fight in Super Metroid. If you use a Super Missile on the boss "Phantoon", it moves back and forth across the room very quickly and its attacks become super difficult to avoid (but are still doable if you have the skill to do so... or the energy tanks to simply tank the damage). That is the closest I've ever seen to a system that works like my "Revenge" system does.
As such, there's no "proper" way to do it that I've seen. There aren't hundreds of examples of it "done well" to draw from. I don't even know of an example of "done poorly" that I could draw from as an example of how to not do it.
That's the nature of what we're dealing with, here. Uncharted territory.
The differences between the way we would each implement it come down to how we perceive the player. Personal design philosophies.
You want to treat the player as if they need to have their hand held at every moment, and something that can happen 'randomly' is 'unfair.
I want to treat the player as if they don't need very much, if any, hand holding, and as long as something randomly happening doesn't get them killed... it's not unfair and not a big deal.
The answer, very likely, is somewhere between those two extremes. This is why I've taken to "signposting" certain things. To provide enough middle ground to get the players on board for games designed with my own personal bias of, "figure it out yourself. Attain mastery yourself.".
To that end, the player is given sufficient information to make intelligent decisions. They just aren't given enough information to make zero mistakes. They're given just enough information that they can learn the rest on their own. Enough information that a few mistakes are guaranteed to happen every so often. The mistakes are also designed to be insignificant enough to cause as few frustrations as possible. Very little memorization necessary. Information need only be retained for the current fight.
We simply seek to design games differently, in this instance.
I see nothing wrong with your system. I think it would work well in a game I could make, provided I tweaked it enough to remove the problems I see with it. I just do not think it would ever adequately replace my own system. It simply does not do the things I want it to do. It acts contrary to everything I am trying to do.
That's all.