Realms Beyond – A classic turn-based fantasy RPG

turn-based tagged posts

Combat System #2: Hexes vs. Squares

As you may recall, we touched upon this particular subject some time ago very briefly when we talked about our die rolling experiments with D&D 4th Edition: Six sides are better than four. Let’s elaborate.

This particular subject led to some of the most heated discussions among ourselves while we designed the combat system for Realms Beyond. There are times in the development cycle of a game that can lead to actual combat. Only in those cases, it typically gets resolved with arguments and words rather than the use of force and weapons.

Players of traditional D&D campaigns and those of the SSI Goldbox Games used to prefer dungeons and battlefields that were based on a square grid. Wargames and virtually every turn-based strategy game, on the other hand, favor hexagons...

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Combat System #1: Turn-based, RTwP and the Open Game License

After all this talk of exploration and adventuring, let’s turn our attention to more exciting things, such as combat, shall we? It’s a truly complex and crucial subject and during the time when Realms Beyond was merely an idea, we bounced around a number of approaches how to implement a tactically deep, but also entertaining, turn-based combat system in the game.

Dragon Age combat

We knew right from the beginning that we wanted a classic, turn-based system. Other options were certainly worth discussing and evaluating, but none ever struck us as ideal. We all played Dragon Age (the first and best part) which had a real-time combat system with a Pause-option. Nobody here felt comfortable with the concept of having a similar combat system in our game.

So why did we choose to go strictly turn-based over...

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