30 Day RPG challenge day 18: Best and Worst RPG Combat Systems

Welcome to the 30 Day challenge of November which is going to be all about Role Playing Games of all shapes and sizes, whether produced in Japan or USA, tactical or real-time and more.

RPGs are about role-playing, experiencing a story, taking in an interesting world and, often, about killing lots and lots and lots of things. Sometimes things are killed by the orderly taking of turns, sometimes you need to dodge roll out of the way, sometimes you can sit back and watch the AI take care of things. And so, whether we’re talking cooldown timers or turn stealing, the main prompt of the day is: Whats your favorite RPG combat system? Any cases where it’s a core strength of the game, maybe even the main draw? Is there a minimum level of complexity you want, or is combat not that big a deal?


Bonus prompt: Whats’ the most annoying, or plain dull combat system? What gets the most old by the endgame, or even needs fastforwarding tools to endure?

New Prompt Plus: Turn-based or real-time: Whats your favorite? Any RPGs that successfully split the difference?

Optional Postgame prompt: Any franchises that could stand to completely overhaul their combat system – or just adopt one from another franchise?