SpectralTime wrote:I favor the first option, in part because the second confuses me. With the first, you've got a basic SRPG, Final Fantasy Tactics-style turn order. You could even include a Delay Turn command, allowing the player to defer a character's place in the initiative order until after another character's, friend or foe. AP systems are also nice, particularly when you can stockpile AP or otherwise have someway of boosting it, so long as the AP costs are balanced and don't render certain skills neigh-unusable.
Elmsdor wrote:Haha I like Action Points, they can make or break a concept, and defines character/class too. I don't believe in stockpiling APs though. You can only do so much in the perceieved 10 seconds of combat. You can't just burrow time. Unless there's magic, keke.
Elmsdor wrote:How would you do that in Planet Stronghold? For a non tactical, aka rpg, no initiative helps, and let's you create overpowered scenarios, much like the Final Fantasy series. Who would go first, next, in PS if you redid initiative now?
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