What kinds of choices make the combat system in an RPG interesting? I'm concerned with both the tactical (choosing whether to use melee, spells, items, movement, etc.) and strategic (character building).
Obviously, the least interesting RPG combat system gives victory to the character with the bigger number. One step up is a rock-paper-scissors ring of abilities that trump each other. Can you think of a specific choice you made in combat in an RPG that added significantly to the fun of the game?
Sorry if this is a little vague, I want to get other people's ideas without tainting them with my own biases.
Obviously, the least interesting RPG combat system gives victory to the character with the bigger number. One step up is a rock-paper-scissors ring of abilities that trump each other. Can you think of a specific choice you made in combat in an RPG that added significantly to the fun of the game?
Sorry if this is a little vague, I want to get other people's ideas without tainting them with my own biases.