Poll: What kind of RPG Combat Systems do you prefer? And why?

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Blazer Miles

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Jul 29, 2011
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I would say mine would have to be Action RPG; but more in the style of what the Star Ocean games have, or the Summon Night series; so not really what you were after
 

teamcharlie

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Jan 22, 2013
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Wrpg w/ pause button, please. Probably the most fun I've had with a video game like that was Neverwinter Nights 2, but I also really enjoyed the combat in Dragon Age. ARPG stuff gets too FPS-y for me, and anything turn-based feels very slow to me. The pause button in certain western RPGs lets me set my own pace, and I appreciate that.
 

Canadamus Prime

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Jun 17, 2009
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I can handle almost any of those as long as they're well implemented. Except Tactical RPG, I've never played one of those.
 

Yopaz

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Jun 3, 2009
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I can't choose.

I loved Skies of Arcadia and I am loving Bravely Default (both turn based JRPGs).

I love the Tales series which is JRPG real time.

I love strategy RPG such as Valkyria Chronicles, Fire Emblem and X-Com.

I also love the Action RPG style.

Now I haven't played that many WRPGS so I can't really say my opinion on those.
 

Eclectic Dreck

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There are advantages to each system. The classic WRPG with pause (Baldur's Gate, Neverwinter Nights, etc) caters to my desire to exploit systems of systems. Action RPGs on the other hand feed my desire to play a game well. There isn't actually a preference all told as each system has advantages.
 

The_Lost_King

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Oct 7, 2011
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Action RPG and tactictal are tied for me.

While Dragon Age is my favorite game of all time, the combat really isn't that good. I mostly like it for the story and character, which is why pausing wrpg isn't in the competition(it's 3rd place though).

Tactical RPG is fun. Fire Emblem has to be one of my favorite games of all time and my GOTY of last year. Though I do have to say it isn't quite as fun as action rpgs, yeah this is secnd place. I do really like it though.

Action RPG is fun. I like actually controlling my character in combat rather than clicking on a skill and having him do it.
 

Smooth Operator

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Oct 5, 2010
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Party based real-time with pause, but only when the combat system is systematic enough for that to make sense, just tacking it onto a bog standard hack and slash combat does nothing.

And the reason I like it over the others is because you don't have the odd time-line and time wasting of turn-based, but you can still have classes and characters with real downsides that make the game feel good, where as direct real-time combat needs to even out everyone so players don't get uppity every time an obstacle not suited for their setup comes along.
 

Zetatrain

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Depends on what the "Tales of" series falls under (other or action RPG)

Like in traditional JRPGs when you bump into an enemy you get transported into an instance and fight. However, its all real time with an emphasis on combos. I think the Yakuza series is also similar to this.

After that its

1) Action RPG
2) WRPG (with pause)
3) Tie between TB and ATB JRPGs
 

Naeras

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Mar 1, 2011
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Either the tactical variety or the real-time variety. The latter is something I have rather high standards for, however, but done with a good enough system(Tales-series) or with sharp enough controls(Demon's/Dark Souls), it's probably my favorite overall. I still have a thing for turn-based tactics, though.
 

Maximum Bert

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Feb 3, 2013
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I have no particular favourite system I can like a specific system in one game and hate a very similar one in the next it all depends on how it is handled.
 

Ando85

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I like pretty much all those systems if done well. Some games do it better than others. But, I typically go for the standard turn based battles of JRPGs. I like to think out a strategy ahead of time without a time limit. Sometimes I find in real time systems I tend to hack away more without as much thought.

To be even more indepth with this I like when JRPGs allow you to pick all your characters actions at once at the start of a turn. Then have some sort of speed stat to determine when they act. Most recent example would be Bravely Default that did this pretty well. The only thing different I would of liked for that game was it to show you the order at which your party would perform actions. For example say my party was at full health but I was expecting to take a lot of damage I could set a low speed healer to heal after the attacks as it would be useless beforehand.
 

Meinos Kaen

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Jun 17, 2009
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Mr.Tea said:
The gold standard for me is Bioware's Infinity Engine. (i.e: Baldur's Gate, Icewind Dale, Planescape: Torment)

-Isometric view
-Party of 6
-Mechanically turn-based (D&D "rounds") but playing out in real time, with pause for issuing orders.

While it is a more modern game (party of 4, adjustable camera), there is no other way to play Dragon Age: Origins...
When I hear people say how DA2 "at least improved the combat", I just hear this and die a little inside:

Yeah, I feel your pain. Dragon Age II was a let down on every level. :/ *cries*

Edit: And, wow! This actually became a popular forum post?! Yay!
 

Ulquiorra4sama

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Feb 2, 2010
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What umbrella does Dark Souls' system fall under?

OT: Out of the ones listed that i can actually identify though i have to say it's probably WRPG with Pause. I find that being able to pause the game and select the skill i need is always very helpful and if something like Mass Effect/Dragon Age's radial menu is being used so that finding abilities and skills is fairly quick then it doesn't have to break the flow of the gameplay either.

I do enjoy games where you're forced to make decisions on the fly, but in RPG's i usually just wanna build a character and get some story so the simplicity of the WRPG with Pause design just tends to speak to me.
 

Kyrian007

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I had to answer "western with pause" but the examples given seemed more jrpg atb than what I consider western with pause which would be Fallout 3 and NV. FO an FO2 would kind of be tactical/atb, but the inclusion of the original Fallout's VATS system makes 3 and NV western with pause to me. And my favorite, nothing wrong with the others though. I love a tactical like fire emblem or ff tactics. The Witcher's combo style was pretty cool. I love turn based and jrpg style (just gotta be in a different mood.) The only ones I don't like are MMO's (and my dislike of the MMO has little to do with the combat style) and clicklooters like Torchlight and Diablo (which barely resemble RPG's at all since there's no role playing, just changing pants determined by how slightly better each successive pair is.

Now if only FO4 marries FO3's combat system with Skyrim's leveling and skills system (using a skill makes you better at it rather than suddenly getting 5% better at lockpicking because you shot a scorpion.)
 

havoc33

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Jun 26, 2012
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Tough to choose just one, I more or less enjoy them all. One thing that should forever be banned from JRPG's though is random battles. What a cursed invention.
 

CannibalCorpses

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Aug 21, 2011
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I've gone for JRPG - turn based as my favourite because i love the Final fantasy/lost odyssey style thinking battles. I also like Tactical RPGs but i do find them incredibly easy to beat.

I detest western RPGs with a passion. D&D is just the worst pen and paper rpg i have ever played and slapping it into every damn western game going infuriates me.
 

T_ConX

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Mar 8, 2010
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Final Fantasy XII/XenoBlade
MMO-inspired in-field fights. When I started playing FFXII, I was stunned by how much I enjoyed the removal of random encounters and the lengthy transition between field and battle modes. Letting me manage the AI of my teammates with Gambits was also fun, since I could also program them to casts buffs on the party outside of combat.

Xenoblade also employed a similar system, but without the AI management.

Persona 4
Having the AI control the decision making for the rest of my team speeds up regular encounters, but I also have the option of tuning them off if I feel the need to. Super useful for boss fights.

Resonance of Fate
It's really hard to describe RoFs battle system. It's an odd yet incredibly unique combination of tactical RPG sensibilities with some quasi-real-time elements. You have to carefully move your characters around the field while shooting your enemies. A lot of team work is required, since the enemy health bars require you to first it them with 'scratch damage' from a machine gun before making delivering actual damage with a handgun.