Favorite RPG battle system?
by Cinder Games · in General Discussion · 07/08/2005 (9:01 pm) · 14 replies
I gotta say i've always had more fun playing semi-real time battles, like Star Ocean 3 or Grandia 2 or something to that effect. I enjoyed Grandia's battle system so much that i didn't ever run from battles. However to those who played Valkyrie Profile, that's a great battle system too. very very unique... Anyone else wanna share their favorites?
#2
07/09/2005 (7:50 am)
I think having semi-real time combat controlled by turns is more fun that way. My current project i going to feature something new and something revisited in that regards.
#3
Fallout and Fallout 2 have the best combat system I've seen. Fallout Tactics expands on this, but it isn't an RPG. Basically, Fallout Tactics has a really complex combat system but very little dialogue or anything else.
07/09/2005 (9:24 am)
I prefer turn-based combat because it allows you to stop and think out your strategy.Fallout and Fallout 2 have the best combat system I've seen. Fallout Tactics expands on this, but it isn't an RPG. Basically, Fallout Tactics has a really complex combat system but very little dialogue or anything else.
#4
07/09/2005 (9:25 am)
I've actually never played fallout.. or really heard anything about it.
#5
I hate turn based combat though, with one exception: the Paper Mario games. Aside from being brilliantly pulled off, the addition of action commands add a crucial element of skill to the combat that keeps it interesting.
As far as turn based combat goes, either give me strategic depth or make it real time.
07/09/2005 (11:33 am)
Me, I'm partial to an action RPG format, but I can see why other people wouldn't like that. Its also hard to strike the right balance between skill based combat and stats.I hate turn based combat though, with one exception: the Paper Mario games. Aside from being brilliantly pulled off, the addition of action commands add a crucial element of skill to the combat that keeps it interesting.
As far as turn based combat goes, either give me strategic depth or make it real time.
#6
They are all realtime with a command to pause the action so that you can plan your next move. I prefer this type of combat battle system.
Of course, I am looking forward to buying Obliovion from Bethesda Softworks. while also checking out the EverQuest II and Lineage II online RPG's
07/09/2005 (7:10 pm)
The only rpg's that I've played on the PC are the Baldur's Gate series, Dungeon Siege, and DiabloII.They are all realtime with a command to pause the action so that you can plan your next move. I prefer this type of combat battle system.
Of course, I am looking forward to buying Obliovion from Bethesda Softworks. while also checking out the EverQuest II and Lineage II online RPG's
#7
07/12/2005 (4:51 pm)
Anyone played shadow hearts? now that had a cool battle system. It's also one of my favorites....
#8
Also the combat system used in Shin Megami Tensei: Nocturn and Shin Megami Tensei: Digital Devil Saga was very good. When it is the party's turn, the party gets what are called 'press-turns'. The number of press-turns the party has is equal to the number of party members in the battle. Every time a character does something it takes up a press-turn. So as you may expect, if you have three party members you can have each character move once. Now here is the brilliant part. If a character decides to skip their turn it only uses up half of a press-turn, and if a character uses an attack against an enemy that the enemy is weak against, that also uses up only half a turn. This means that you could have one character who is strong against a particular enemy attack that enemy several times in a single turn, killing that enemy before they get a chance to attack you. This is often important since you cannot equip many skills at the same time to a character so you need to specialize each one. Further, if you use an attack against an enemy that the enemy is protected from, then you forfit the rest of your turn. These rules apply to the enemy as well, so you can protect yourself from certain attacks that they use often and force them to give up their turns. A very simple but deep system, allowing for a lot of tactics without being unintuitive.
Definately two of the best turn-based systems ever.
07/16/2005 (11:57 am)
One of my favorets was the battle system in Xenogears for the PS1. Many turn-based systems try to get players into the action by things like 'timed hits' and such, but this one had a different approch. The characters had a certain amount of Action Points per turn (three points at the begining of the game) and they had three basic kinds of physical attacks, light attacks (which use one AP,) medium attacks (which use two AP,) and strong attacks (which use three AP.) You could mix and match different attacks to create different combos. Further, if you use a certain combo enough you gain a 'deathblow' which is a very powerful attack that will then be executed whenever you do that combo again. Executing the combos felt kind of like a fighting game, except the game just waits for you to hit the next button rather than forcing you to mash them all quickly. It worked very well. Plus unspent AP could be saved up, so you can execute a whole flurry of moves in a single turn if you save up enough. This worked very well against enemies who, for example, reprise after every attack, allowing you to make the most of each attack. Also the combat system used in Shin Megami Tensei: Nocturn and Shin Megami Tensei: Digital Devil Saga was very good. When it is the party's turn, the party gets what are called 'press-turns'. The number of press-turns the party has is equal to the number of party members in the battle. Every time a character does something it takes up a press-turn. So as you may expect, if you have three party members you can have each character move once. Now here is the brilliant part. If a character decides to skip their turn it only uses up half of a press-turn, and if a character uses an attack against an enemy that the enemy is weak against, that also uses up only half a turn. This means that you could have one character who is strong against a particular enemy attack that enemy several times in a single turn, killing that enemy before they get a chance to attack you. This is often important since you cannot equip many skills at the same time to a character so you need to specialize each one. Further, if you use an attack against an enemy that the enemy is protected from, then you forfit the rest of your turn. These rules apply to the enemy as well, so you can protect yourself from certain attacks that they use often and force them to give up their turns. A very simple but deep system, allowing for a lot of tactics without being unintuitive.
Definately two of the best turn-based systems ever.
#9
"Fallout and Fallout 2 have the best combat system I've seen. Fallout Tactics expands on this, but it isn't an RPG. Basically, Fallout Tactics has a really complex combat system but very little dialogue or anything else."
I agree that the Fallout games had a good system. However, it is not without its faults. I realize that this is only my personal preference, but I prefer gun combat to be rather punishing for all involved. I believe that if you are shot then there is a very good chance that you are incapacitated if not dead. The Fallout system is good for this at early levels, but at higher levels it seems rediculous. I think that RPGs need to get out of the habit of just adding more hit-points as characters get more powerful. I think that attacks should be better avoided than absorbed. For this I look for inspiration from the paper and pencil RPG systems like Alternity and Legend of the Five Rings. Very good systems that do not rely on characters gaining more hit-points as they go. It is still possible in those systems to get more hit-points, but you really have to spend hard-earned character building points for it. It keeps combat tense and dangerous.
07/16/2005 (12:07 pm)
Quoting Steven: "Fallout and Fallout 2 have the best combat system I've seen. Fallout Tactics expands on this, but it isn't an RPG. Basically, Fallout Tactics has a really complex combat system but very little dialogue or anything else."
I agree that the Fallout games had a good system. However, it is not without its faults. I realize that this is only my personal preference, but I prefer gun combat to be rather punishing for all involved. I believe that if you are shot then there is a very good chance that you are incapacitated if not dead. The Fallout system is good for this at early levels, but at higher levels it seems rediculous. I think that RPGs need to get out of the habit of just adding more hit-points as characters get more powerful. I think that attacks should be better avoided than absorbed. For this I look for inspiration from the paper and pencil RPG systems like Alternity and Legend of the Five Rings. Very good systems that do not rely on characters gaining more hit-points as they go. It is still possible in those systems to get more hit-points, but you really have to spend hard-earned character building points for it. It keeps combat tense and dangerous.
#10
07/16/2005 (2:35 pm)
Xenogears is my favorite PS1 game :) i love that system. was such a good game. was always fun to try out differnt attacks.
#11
07/16/2005 (8:44 pm)
Colin, a way of thinking is that HP doesn't just measure how much damage one can take, but how long they can keep up evading the critical blow as well. Makes things fit more.
#12
True, when I am playing such a system I think of it the same way. However, I still prefer systems where combat is dangerous for everyone involved. Often though such systems give players other options in combat to keep them slogging it out in heroic fashion. For example Alternity's Last Resorts or Legend of the Five Rings' Void Points.
Of course, there can be compromise. Take D20 Modern for example. Like in other D20 systems (such as Third Edition Dungeons and Dragons) characters gain hitpoints as they go along. However, if a character takes more damage in a single hit than the value of their Constitution attribute, then they must pass a Fortitude Saving Throw or die. So while they can absorb all the little hits and keep on going, they are still vulnerable to one good shot. It makes a nice balance.
07/17/2005 (10:55 am)
Matt, True, when I am playing such a system I think of it the same way. However, I still prefer systems where combat is dangerous for everyone involved. Often though such systems give players other options in combat to keep them slogging it out in heroic fashion. For example Alternity's Last Resorts or Legend of the Five Rings' Void Points.
Of course, there can be compromise. Take D20 Modern for example. Like in other D20 systems (such as Third Edition Dungeons and Dragons) characters gain hitpoints as they go along. However, if a character takes more damage in a single hit than the value of their Constitution attribute, then they must pass a Fortitude Saving Throw or die. So while they can absorb all the little hits and keep on going, they are still vulnerable to one good shot. It makes a nice balance.
#13
In the midst of battle, players still have the ability to direct their character for the next action (use a potion, cast a certain spell, retreat, etc.) or change their method of attack (3 different combat 'stances' which are all pre-configured by the player just the same).
A battle system such as this allows for smooth execution, clarity, and a focus on technique and skill based on both the player and their character, not to mention a seamless variety of tactics.
@ Colin -
There is so much to learn from LOT5R! ;)
- Ronixus
07/17/2005 (11:26 am)
I plan on integrating a combination of both turn-based combat and realtime combat by focusing on the execution of a battle based on role, skill and ability. Basicly a macroed combat system that flows with the combat situations in realtime. The system allows players to pre-configure their character with an assortment of learned skill for both offense and defense. Combination attacks, counters, manuvers, spell casting, death blows, taunts, even cheap shots and such will all be available to sway the battle in all directions. Skill usage and effectiveness is still based on that character's ability to hone such skill and use it effectively in battle. Also, characters (all PCs, NPCs, and enemies) have a limited HP and death is a more serious issue.In the midst of battle, players still have the ability to direct their character for the next action (use a potion, cast a certain spell, retreat, etc.) or change their method of attack (3 different combat 'stances' which are all pre-configured by the player just the same).
A battle system such as this allows for smooth execution, clarity, and a focus on technique and skill based on both the player and their character, not to mention a seamless variety of tactics.
@ Colin -
There is so much to learn from LOT5R! ;)
- Ronixus
#14
and Life points were nearly locked : all was based on attack/defense/counter-attack forces and weaknesses, the level in each Skill (an attack is a skill, etc) and game physical system (simlpified).
07/18/2005 (5:26 am)
Christopher> It looks like the system i made for an RPG (aborted :/ ). I think too that focusing on skills and strategy should be a great way to resolve battles. And i wanted it to be smooth too : all actions should be executed in the same "tempo", like a dance (with sliding instead of walking), and the player could force the action before it should be executed but lost efficiency.and Life points were nearly locked : all was based on attack/defense/counter-attack forces and weaknesses, the level in each Skill (an attack is a skill, etc) and game physical system (simlpified).
Torque Owner Rob Parton
I personally like stuff that is action based but doesn't force you to always be in control nonstop. VP does it well with the turn-based action, and Star Ocean (2) does it well by pausing the action during spell effects, something a lot of people complained about, but I saw right through it as a way to give your thumbs a break for a second. :P
PC-wise, I'm a NWN buff, because it was turn based but gave a semblance of real-time.