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Hello everyone!

I've been working on a row-based combat system using Yanfly's row formation plugin for RPG Maker MV (http://yanfly.moe/2016/01/02/yep-54-row-formation/) and I'm looking for some more ideas on giving players more strategic choices each turn.

The game will also be using the d20 system so each action has a random chance of success or failure and both the actors and enemies can influence the success chance based on certain actions.

Things I have incorporated so far:

  • Charge - Can only be used in the last row when no other allies are in front of you, gives a bonus to hit chance but takes a penalty to evasion chance until the next turn
  • Melee weapons - Can only be used in the front row and against the front row of enemies
  • Reach weapons - Can only be used in the middle row
  • Ranged weapons - Can only be used in the back or middle row
  • Spell range - magic-users' spells have different ranges, so some can only be used in the front row (short range), middle and front row (middle range), while others can be used all the way from the back row (long-range); some spells can only be used on allies in the same row as the user
  • Double move - take your entire action to advance or retreat two rows
  • Single move - take an instant action with 1 turn cool-down to move 1 row forward or backwards
  • Full-defense - take no action and gain a bonus to evasion for the round
  • Fight defensively - take a penalty to attack but gain a bonus to evasion for the round

More ideas to incorporate:
  • Cover bonuses vs. range attacks - if an enemy is in front of the one you're aiming for, you take a penalty to hit chance because they're providing some degree of cover
  • Flanking - if two allies share a row and attack the same enemy, they provide each other a bonus to hit
  • Bull-rush - Push an enemy back 1 row
  • Full attacks - at higher levels, skilled weapons users will unlock iterative attacks, but can't take any other action that round (e.g. forgo moving and instead make two attacks, or move once and make one attack instead of two)
That's all I can think of for now. I haven't actually made the game design document yet just playing around to see what I could and couldn't do with the various plugins available. Now I'm turning to you all for more ideas on additional actions or things I have missed to make combat even more strategic, specifically with regards to a row based combat system.

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