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I've been on a lot of threads on this forum that discuss aspects of combat systems for RPG Maker, which means I've seen lots of threads asking about which scripts to use to replace the default system. As I set the foundation for my own project I've been thinking about how to make the combat fun and engaging. Most of this thought has been focused on progression systems, rewards, and how combat is initiated. But as I'm getting into more detail I'm trying to see what mechanics I can use to make the default, turn-based combat system more fun.
I've seen a lot of people on this forum and in others that prefer an Active Time Battle System like Final Fantasy or an Action Combat System like The Legend of Zelda. I've been through dozens of threads where we've discussed ways to make systems more "tactical" or "strategic" or "fast-paced" or whatever. And yet I'm still not really sure how these systems are really any different than the old-school Turn-Based Combat System except in delivery and presentation.
[*]Final Fantasy X - The combat system in this game felt more "tactical" to me than many other FF titles, and it's also the one that ditched the ATB System for a Turn-Based one, specifically the Conditional Turn-Based System (CT
. Turns are still individualized instead of inputting commands for all party members at the start of a "round" and everyone getting exactly one turn. In fact, I've noticed that Tidus and Rikku (and anyone with Haste) can often act multiple times before their enemies can take an action.
[*]Final Fantasy VI & VII - Extremely popular and nostalgic titles and probably the reasons why ATB Systems as still such popular choices.
[*]Dark Souls - Very popular and also praised for mechanically-deep gameplay that makes melee combat fun. Timing is extremely important and bad timing easily leads to death while good timing is rewarded with hard-hitting damage and usually taking none in return. Enemies have a variety of skills and attack patterns and the player is required to notice and react to them in real time to succeed.
[*]The Legend of Zelda: Ocarina of Time - Basically just an older version of Dark Souls. Strafe with the shield raised while Z-targeting the Lizardmen, strike after they hit your shield and stagger themselves. Wait for Skulltula to turn around then hit it in its squishy belly. The only difference mechanically is the lack of Parry and Backstab options (and even then there's enough enemies that need to be hit in the back to be hurt to count).
Obviously, I feel that Turn-Based Combat still has merit. But I wholeheartedly agree that it is often handled poorly and lazily. I really think that a TBS game can offer a fun and mechanically-deep combat experience and I really want to make a game that does this properly. I've been considering ways to incorporate elements I see in other games into a turn-based RPG Maker one but I'm still wondering if other people could find the system fun. The ultimate goal is for the player to have a fun experience so I really want to avoid mechanics that people find tedious to work with...but since I see so little difference between most turn-based and action-based games I really wanted to see how all of you feel about turn-based games and what kinds of mechanics made those games fun for you.
Here's a few things I enjoy to get things rolling:
How about you guys? What kinds of mechanics make you feel good in a Turn-Based Combat System that make up for not having flashy graphics, fast-paced action, and real-time button presses?
I've seen a lot of people on this forum and in others that prefer an Active Time Battle System like Final Fantasy or an Action Combat System like The Legend of Zelda. I've been through dozens of threads where we've discussed ways to make systems more "tactical" or "strategic" or "fast-paced" or whatever. And yet I'm still not really sure how these systems are really any different than the old-school Turn-Based Combat System except in delivery and presentation.
- Final Fantasy XIII - On the surface the game looks very "fast-paced" and "action-y", with quickly-filling ATB bars and the use of a "Paradigm" stance system to change between classes to instantly react to changing conditions. The tactical element is handled by juggling the Stagger Meter to deal increased damage which synergizes with the different classes in ways such as filling faster with magic attacks from the Ravager, drawing enemy attacks with the Sentinel to keep combos from being interrupted, and knocking Staggered enemies into the air with the Commando.
When I took a closer look from a programming perspective, I noticed that there is almost no difference between this system and older turn-based ones. The ATB gauge takes a little time to fill and it's rare for characters to take enough extra actions to notice without strong Haste and Slow effects. Paradigm Shift can easily be triggered by an ability which calls a Common Event to handle class changes. The Stagger Meter can also be handled via progressive States, and abilities from different classes can easily be set to apply those States at different rates. Even the "Knock Up" effect of the Commando is just a State...the only different is the visual presentation.
[*]Final Fantasy X - The combat system in this game felt more "tactical" to me than many other FF titles, and it's also the one that ditched the ATB System for a Turn-Based one, specifically the Conditional Turn-Based System (CT
Ultimately this system is actually Turn-Based Combat, but it seems even better at abusing speed stats than the ATB titles. It almost feels like bullying to take tons of actions when enemies can't fight back. But it does feel pretty good and is a fair representation of "fast" characters vs "slow" characters in a way that's not just turn order and dodge rate. Being able to manipulate not just turn order but also the amount of actions the party and enemies get adds an interesting element. It could be that this mechanic could be what's needed for a better felling TBS.
[*]Final Fantasy VI & VII - Extremely popular and nostalgic titles and probably the reasons why ATB Systems as still such popular choices.
Honestly, these games always felt just like TBS games to me. The only difference was that I had to wait longer to input my commands and could occasionally be attacked while I was in the menu selecting spells. Fun games, but there just don't seem to be any real mechanics to any of the skills that make them any different from the ones seen in TBS games.
[*]Dark Souls - Very popular and also praised for mechanically-deep gameplay that makes melee combat fun. Timing is extremely important and bad timing easily leads to death while good timing is rewarded with hard-hitting damage and usually taking none in return. Enemies have a variety of skills and attack patterns and the player is required to notice and react to them in real time to succeed.
Let's not lie - Dark Souls combat is slow. Part of keeping this game even remotely fair is making every enemies very telegraphed. The essence of this combat system is strafing with a shield raised and well-timed parries and/or dodge rolls into backstabs. There are elements of positioning that cannot really be replicated without having battles directly on the map. But ultimately there are very few actions the player ever takes besides "Block", "Dodge", "Damage" - there's a little healing but not much in the way of buffs, debuffs, and status effects. It's mostly just hitting things in the weak point until they die.
[*]The Legend of Zelda: Ocarina of Time - Basically just an older version of Dark Souls. Strafe with the shield raised while Z-targeting the Lizardmen, strike after they hit your shield and stagger themselves. Wait for Skulltula to turn around then hit it in its squishy belly. The only difference mechanically is the lack of Parry and Backstab options (and even then there's enough enemies that need to be hit in the back to be hurt to count).
Again, it's a great and fun game but there really isn't that much Link actually DOES aside from "watch for pattern; hit for damage". The mechanics of combat are mostly centered on choosing the right time to attack and using the right tool to do so. All of this can be replicated in RPG Maker with different damage types, special States, and calling Common Events in combat. It just comes down to anticipating the enemies move next turn instead of waiting in real time for said action.
Obviously, I feel that Turn-Based Combat still has merit. But I wholeheartedly agree that it is often handled poorly and lazily. I really think that a TBS game can offer a fun and mechanically-deep combat experience and I really want to make a game that does this properly. I've been considering ways to incorporate elements I see in other games into a turn-based RPG Maker one but I'm still wondering if other people could find the system fun. The ultimate goal is for the player to have a fun experience so I really want to avoid mechanics that people find tedious to work with...but since I see so little difference between most turn-based and action-based games I really wanted to see how all of you feel about turn-based games and what kinds of mechanics made those games fun for you.
Here's a few things I enjoy to get things rolling:
- I like using turn order to plot out my actions for the round: It makes me feel like I am doing more than just button-mashing when I pay attention to party and enemy speeds to anticipate who will act when and plan accordingly - knowing when to have a party member use an item if the healer won't make it in time, focusing a dangerous-but-slow enemy to take them out before they can attack, etc.
- I like using buffs, debuffs, and status effects to take control of combat: I generally enjoy having things to do besides damage-dealing and healing and I like it when those utility skills actually matter. Actually having tough enemies and bosses be affected by things like Sleep, Poison, ATK Down, DEF Down, etc. makes me feel like I have more options in combat and have more control to make things easier if I plan well.
- I like it when my actions have cumulative effects: It feels cool to have my actions be affected by what happened in the previous round - like having a skill enhanced because I used a skill of the same element last turn or triggering extra effects because I hit the enemy with a negative status effect last turn. This makes me feel like I am being efficient, kind of the same feeling you get with coupons - sure, you still got that thing you were going to get anyway, but now you get a bonus thing for good timing on top of it. It's a simple, stupid, and damn effective feeling.
How about you guys? What kinds of mechanics make you feel good in a Turn-Based Combat System that make up for not having flashy graphics, fast-paced action, and real-time button presses?

