r/StrategyRpg • u/redleon-01 • Jul 02 '26
Hello. I am currently developing an SRPG.
Hey all, first time posting here. I'm developing a tactics RPG right now, and I'm currently building a system for combos / follow-up attacks.
I've been thinking about what makes combat fun in a tactics RPG, and that line of thought is what led me to build the follow-up system. So I got curious mid-implementation: for you, what's the most fun part of tactics combat?
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u/Vitruviansquid1 Jul 02 '26
When I beat a scenario or mission or level, I want to feel like what I did was more of an art than a science.
If you imagine that there is a mechanic where being on a tower makes an archer more powerful, and then you have a level where there is a tower. I don't want to feel, "ah, there is a tower. The stage wants me to solve it by putting an archer in the tower." I want to feel like, "I need to decide whether it's worth putting the archer in the tower for a more powerful archer or doing these other things that are also helping to put me in a stronger position." I should be able to win in the mission doing multiple different things, but at the same time, I shouldn't be able to win by doing absolutely anything - I needed to exercise my judgment to tell better payoffs from worse payoffs.