The history of CRPGs lie in them imitating the combat systems of offline tabletop wargames, you could even say their roots on the computer lie in them being combat simulators. That is how they developed even though there is now a push for them to incorporate the other major focus of offline RPGs – user defined stories. However, the main point is that the way the combat was employed in Loren and SOTW makes a fairly poor combat simulator in comparison to even the basic system Avadon uses. For example, in Avadon there is much more ability for strategic deployment of troops on the map, including engaging with the environment, than in Loren or SOTW’s limited separate battlefield where enemies are placed in 2 rows.
So when there was an increased emphasis on ‘RPGness’ in SOTW, but little change to combat design, well I think that was to the game’s detriment. It was like focusing more on one of the weaker aspects.
Sure, basic combat systems CAN work (the majority of JRPGs and RPG Maker games for example,) but I dunno, I tend to think the success of those games is much more of a lottery than those with sophisticated designs. Or maybe more dependent on a good story?
If developing a decent combat system would take too long, maybe keep the games a pleasant mix of a shortish and fun story combined with some combat? Tricky situation TBH.
