There are games in which every single character on the board gets its own unique turn and there are others in which each team gets a turn.
At the moment I'm working on a turn based rpg with multiple characters (6+) and I'm wondering what method of play would be best.
I'ved play games like Panzer General in which you get to move all your units before you end your turn. The great thing about that kind of tactical game is that you can effectively surround an enemy unit and then determine (by hovering over the unit) who should attack first. I also really liked how ranged units attack on their turn and possibly again on your turn as a reaction to you attacking.
And then you have games like D&D that promote individual initiative complete with interrupts and readied actions. In most cases these games roll initiative once at the start of combat and each unit acts on the same turn for the remainder of the encounter. Other variations have a new initiative rolled at the start of each round and that really mixes things up.
I'm wondering which method would achieve the highest level of tactical game play. I realize that with a large number of units it might not make sense to use individual initiative, but with around 8 units on the players side and possibly twice that number of the monster side it might work.
I think group initiative is more nerve racking of an experience for an RPG game. Having to watch as the AI moves all it's monsters in and decimates your party might make the game more deadly. On the other hand, I could allow for healing spells and the like to work as reactions. That way your characters have actions they perform during their initiative and reactive actions when it's not their turn.
Any thoughts?
Edited by 00Kevin, 13 September 2012 - 08:48 AM.






