The game I'm working on might feature a number of "timed" events, such as:
- a big ability requiring a cooldown before it can be used again
- a summoned or undead unit decaying over time
- a bomb timing down until explosion
- mines and factories generating resources over time (presumably up to a cap)
For ease of use, one's timers only tick at the beginning of one's turn, which is also when they get action points.
What could be some intuitive mechanisms to model these, preferrably in a unified way, that's not easy to forget or tedious? Bonus points if it blends in with an action point pool of varying size.
I plan on using timers around the 1-10 range, but they could be found in all sorts of areas, as I've said.