M
Mystborn
Guest
So as the title mentions, this post is about tactical rpg combat mechanics. The game I'm working on has gone through several variations of combat and I've decided that I really need some advice to get me started.
My main question is what stats are important for the player to have, and what stats should the equipment have, and how these affect the game's combat (preferably including the stats the player wouldn't see i.e. just for the code). However, if you feel so compelled, I would also love to hear what you think would be a nice addition to the combat, such as interesting skills or neat mechanics that you haven't seen in this type of game before.
For reference, my two original inspirations were D&D 4e and Fire Emblem. However so much of what makes FE great is it's rock-paper-scissors mechanic (For those of you who haven't played FE, there were three main types of weapon, sword, axe and lance. Say you had a sword, you would have a significant combat advantage against axe wielders, but a disadvantage against lance users), which allowed the user to overlook the pseudo-random stat allocation. In addition, I wasn't particularly fond of how the stats were used,
My main problem with D&D is that for that particular game, armor being used to check whether or not you hit or miss makes sense, but in a video game where some gold standards have been established, to me it really didn't make enough sense. In addition to that, the concept of making combat checks by rolling a 20 sided die wasn't translating all that well into this particular game space. In case anyone was wondering why I chose 4th edition in particular, it's that one of the biggest complaints about it that I've heard is that it limits your ability to roleplay during combat. This isn't a big issue in a game where the mechanics are predefined for the end user to interact with. In addition, many of the mechanics already seemed to align with my initial vision, so it was a natural transition from pen and paper to computer.
I can't wait to hear your comments!
Edit: Also if anyone could link me to TRPG Game Design stuff, that would also be awesome
My main question is what stats are important for the player to have, and what stats should the equipment have, and how these affect the game's combat (preferably including the stats the player wouldn't see i.e. just for the code). However, if you feel so compelled, I would also love to hear what you think would be a nice addition to the combat, such as interesting skills or neat mechanics that you haven't seen in this type of game before.
For reference, my two original inspirations were D&D 4e and Fire Emblem. However so much of what makes FE great is it's rock-paper-scissors mechanic (For those of you who haven't played FE, there were three main types of weapon, sword, axe and lance. Say you had a sword, you would have a significant combat advantage against axe wielders, but a disadvantage against lance users), which allowed the user to overlook the pseudo-random stat allocation. In addition, I wasn't particularly fond of how the stats were used,
My main problem with D&D is that for that particular game, armor being used to check whether or not you hit or miss makes sense, but in a video game where some gold standards have been established, to me it really didn't make enough sense. In addition to that, the concept of making combat checks by rolling a 20 sided die wasn't translating all that well into this particular game space. In case anyone was wondering why I chose 4th edition in particular, it's that one of the biggest complaints about it that I've heard is that it limits your ability to roleplay during combat. This isn't a big issue in a game where the mechanics are predefined for the end user to interact with. In addition, many of the mechanics already seemed to align with my initial vision, so it was a natural transition from pen and paper to computer.
I can't wait to hear your comments!
Edit: Also if anyone could link me to TRPG Game Design stuff, that would also be awesome
Last edited by a moderator: