Action Point System?

Neo Soul Gamer

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Just wondering how you guys feel about a Turn-Based battle system based on Action Points. Systems like Chrono Cross, or SMT's Press Turn where you can act multiple times in a turn.

I have a fairly robust battle system going right now. Before I fully follow through, I'd like to see what the reception is on this twist to Turn-based systems.

My action point system will allow each party member to execute multiple turns based on their remaining action points. Different skills will have different costs, and will cost more based on their effect. 

Obviously there will be more to it, but is the basic concept appealing at all?
 

Foron

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Sounds like the Brave and Default system in Bravely Default!

I personally think that's a good idea.
 

Neo Soul Gamer

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Funny you should mention that. I've managed to recreate the system... sort of. 

You'll be able to use up Action Points to the point where going negative (-1, -2, etc) will cause you to miss turns until it regenerates back to 0. 
 

Fernyfer775

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I personally prefer the action point style of game play, because it can provide a lot more strategy than just "oh, it's my turn, time to use my strongest attack!" 
 

Wavelength

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As long as you can achieve interesting decisions that don't amount to "use as many points as you can as quickly as you can to defeat the enemy as fast as you can", I think it would be a very nice system.
 

GolfHacker

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The RPGs by Spiderweb Games use an action point system, and I like the depth of strategy it provides. Action points can be used to move to a better position on the game board, cast additional attacks, or give you a chance to recover from a bad decision or a particularly devastating attack. Players and enemies can use Haste and Slow spells/potions to increase or decrease the number of action points on an ally or enemy. Some enemies are so powerful (either alone or in numbers) or have so many action points (i.e., they're so fast!) that you can't beat them without being Hasted. I think the trick in balancing it is to not make Haste/Slow so easily available early in the game and more readily available later in the game when it is really needed.
 

Nirwanda

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Action points systems are great fun, and your system sounds very interesting. Ever played Wine& Roses? You should, if you haven't, it's definitely the best use of this system I've ever seen.

The RPGs by Spiderweb Games use an action point system, and I like the depth of strategy it provides. Action points can be used to move to a better position on the game board, cast additional attacks, or give you a chance to recover from a bad decision or a particularly devastating attack. Players and enemies can use Haste and Slow spells/potions to increase or decrease the number of action points on an ally or enemy. Some enemies are so powerful (either alone or in numbers) or have so many action points (i.e., they're so fast!) that you can't beat them without being Hasted. I think the trick in balancing it is to not make Haste/Slow so easily available early in the game and more readily available later in the game when it is really needed.
Hey, I'm currently playing Geneforge! Thanks for the tip, Iguess I better start spending some points into blessing magic. :)
 
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Neo Soul Gamer

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The RPGs by Spiderweb Games use an action point system, and I like the depth of strategy it provides. Action points can be used to move to a better position on the game board, cast additional attacks, or give you a chance to recover from a bad decision or a particularly devastating attack. Players and enemies can use Haste and Slow spells/potions to increase or decrease the number of action points on an ally or enemy. Some enemies are so powerful (either alone or in numbers) or have so many action points (i.e., they're so fast!) that you can't beat them without being Hasted. I think the trick in balancing it is to not make Haste/Slow so easily available early in the game and more readily available later in the game when it is really needed.
I'm honestly not sure about the Haste/Slow effect. I already have an idea to do something similar to Brave Default (Pretty neat game, look up mechanics for details). Brave Default basically allows you to sort of "gamble" your action points to where they go negative. This way, you can you get more actions during your turn. The drawback is you end up missing future turns. So you have to weigh going all-out one turn versus becoming a punching bag for the next few turns. It made for some very interesting strategies.

Action points systems are great fun, and your system sounds very interesting. Ever played Wine& Roses? You should, if you haven't, it's definitely the best use of this system I've ever seen.

Hey, I'm currently playing Geneforge! Thanks for the tip, Iguess I better start spending some points into blessing magic. :)
Definitely played Wine & Roses. Craze pulled that off nicely. I'm looking to expand on that battle system concept since it's so rare. 
 

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