Honestly, I’d recommend forgoing the battle system all-together. I heavily prefer writing and reading prose battles as opposed to a battle system where I have to track stats an various information. I have a full explanation of how I tend to write combat, but it’s kinda side-tracking from the conversation, so I put it at the bottom.
Either way, I tend not to like battle systems at all. I guess if you wanted to put one in and have the option to turn it off, that’d be fine. But in my opinion, if the story can progress without a battle system, then do you need to have one?
---- Lengthy Battle Writing Example ----
Typically, when I write violence in a Choicescript game, like I’m writing in Zomb, I do it as a diverging line. This is best show as an illustration because I have no way to describe it using words.
Apologies for the crude drawing, this is just the best way to represent what I’m talking about. Basically, for every battle I write, I usually start at a single point. From there, I center my choices around two different battle endings: good or bad. I usually stick to two or three for simplicity’s sake, but regardless of how many, I always try to converge each choice to a specific point afterwards.
As an example, in Zomb, when you fight against Leon, you can make either good or bad choices. However, regardless of the choice you make, you move on to the next “segment” of the fight. The only difference is whether you hurt him or got hurt. Then, the battle converges to one ending point, where the choices can be tallied up and the ending decided. Using the same example, the endings are “Leon dies in the battle” or “S.O. saves PC by breaking free and killing Leon.”
I’ve found this system to work wonders in CS games. It makes writing so much easier, and it also makes it a lot easier to read. I always try to use this system when writing combat.