Crazyirish wrote:
As every here well knows (and I'm sure why, at least partially, they love TRoS) most turn based RPGs have each character take their turns in order and resolve each action in an encapsulated manner. I worry that, at least in the context of a video game, it will seem weird to move everyone, have everyone perform missile/magic attacks and not resolve them, then melee and missile/magic attacks. This seems the only way to preserve the mechanics but I'm not sure it will feel right. Any thoughts?
As with any game the complexity -- and the anomalies -- in the tactical combat environment occur once you have more than a one-on-one combat occurring. With TRoS, due to the method of resolving most complexities through a Terrain Roll, you really only hit this issue once you have multiple player characters potentially or deliberately interacting in the combat environment.
My preference then would be to have a game with one player character, dealing with one or more opponents. That game would show off 90% or more of the TRoS combat mechanics -- so as a showcase for TRoS-style combat it would be a cracker.
Once that worked I would look to expand the game to allow for characters outside the combat environment interacting with the combat environment, sorcerers, and multiple player characters -- in that order of development.
Regards,
Ian P.