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* ''VideoGame/EmpireOfSin'': Each character acts before or after others based on how high their initiative is.
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* In ''VideoGame/EarthBound'', everyone's actions are chosen at the start of the round, then they act in Speed order. The game does not tell you in advance which one of your party members will go first (other than manually checking their stats).

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* In ''VideoGame/EarthBound'', ''VideoGame/{{EarthBound|1994}}'', everyone's actions are chosen at the start of the round, then they act in Speed order. The game does not tell you in advance which one of your party members will go first (other than manually checking their stats).
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* Creator/OwlcatGames, which makes isometric RPG adaptations of {{tabletop RPG}}s, has evolved towards this over their existence as a game studio:
** ''VideoGame/PathfinderKingmaker'' shipped with only RealTimeWithPause combat. However, a popular GameMod was created to convert gameplay to turn-based to better emulate ''TabletopGame/{{Pathfinder}}'' tabletop gameplay. Owlcat eventually implemented their own version in the Definitive Edition patch, allowing players to switch between the two at will with a button on the toolbar.
** ''VideoGame/PathfinderWrathOfTheRighteous'' shipped with the option to switch between RealTimeWithPause and turn-based mode with a button on the toolbar.
** ''VideoGame/Warhammer40000RogueTrader'' dumps RealTimeWithPause entirely to strictly adapt ''TabletopGame/RogueTrader'' tabletop gameplay.
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* ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}'' are played in real-time but switched to turn-based when initiating combat. Then ''VideoGame/FalloutTactics'' went the full-blown TurnBasedTactics game route. Starting with ''VideoGame/{{Fallout 3}}'', combat can be peformed either with the turn-based VATS or in real time. In ''VideoGame/{{Fallout 4}}'', VATS no longer pauses time like in previous games, but only slows it down, and is the only way to trigger a critical hit.

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* ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}'' ''VideoGame/Fallout2'' are played in real-time but switched to turn-based when initiating combat. Then ''VideoGame/FalloutTactics'' went the full-blown TurnBasedTactics game route. Starting with ''VideoGame/{{Fallout 3}}'', combat can be peformed performed either with the turn-based VATS or in real time. In ''VideoGame/{{Fallout 4}}'', VATS no longer pauses time like in previous games, but only slows it down, and is the only way to trigger a critical hit.
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* While most scenes in ''LARP/OtakonLARP'' are conducted in Real Time, when timing becomes an issue (usually for combat), characters act in turn order. Turn order is determined first by their Dexterity stat, with ties broken by Intelligence. If characters have the same dexterity and intelligence, their actions are simultaneous.

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* While most scenes in ''LARP/OtakonLARP'' ''Roleplay/OtakonLARP'' are conducted in Real Time, when timing becomes an issue (usually for combat), characters act in turn order. Turn order is determined first by their Dexterity stat, with ties broken by Intelligence. If characters have the same dexterity and intelligence, their actions are simultaneous.
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Crosswicking

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* ''VideoGame/SongsOfConquest'': Fights occur on a hexagonal battlefield where sides take turn by giving their units commands.

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Fixed some alphabetization errors (even if they're ZCEs, in case someone decides to expand on them, they'll be in the right spot)


%%* ''VideoGame/Ancients1Deathwatch'' and ''VideoGame/Ancients2ApproachingEvil''.



%%* ''VideoGame/Ancients1Deathwatch'' and ''VideoGame/Ancients2ApproachingEvil''.



%%* ''VideoGame/UnemploymentQuest''



%%* ''VideoGame/UnemploymentQuest''

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Alphabetizing the Eastern RPG folder and crosswicking Dislyte.


* In ''VideoGame/BreathOfDeathVII'' and ''VideoGame/CthulhuSavesTheWorld'', each battle turn begins with player inputting commands for the PlayerParty and then watching as party members and enemies duke it out in order based on their agility stats.
* In ''VideoGame/EarthBound'', everyone's actions are chosen at the start of the round, then they act in Speed order. The game does not tell you in advance which one of your party members will go first (other than manually checking their stats).
* ''VideoGame/{{Earthlock}}'' features turn-based combat with units fighting in pairs. When the characters are damaged by enemies, they accumulate support points, which can be used to activate other moves. Pairing different combinations of characters unlocks different moves and tactics, greatly affecting the flow of battle.
* In ''VideoGame/EpicBattleFantasy'', orders are not given at the beginning of a round but individually, making it easier to react to battle events (particularly useful against a boss whose resistance changes after every attack).
%%* ''VideoGame/EternalEyes''.
* ''VideoGame/{{Dislyte}}'''s combat system is based around your units and the enemies taking turns though units with higher Speed/Action Points (AP) get more 'turns.' This applies to both allies and enemies, meaning that if your SPD stat is much lower than the enemies, you won't get a turn in edgewise. However, at the start of battle where neither allies and enemies are buffed or debuffed barring Captain Abilities, the fastest unit goes first.
* The ''VideoGame/DragonQuest'' series uses turn-based combat and, from ''[=DQ4=]'' onwards, included a limited party member AI (it is possible to order them to automatically heal allies, [[AttackAttackAttack enemies]], etc.), which can speed up the combat considerably but is best to turn it off for boss battles.



* The ''VideoGame/UnchartedWaters'' series switches to turn-based combat mode during naval battles. In ''VideoGame/UnchartedWatersNewHorizons'', sword duels between fleet captains are also fought like this, with each combatant attacking and defending in turns.
* The main ''Franchise/ShinMegamiTensei'' series tends to a be variation of One Side, One Turn where your party members act in order (based on the position in your party) until you run out of actions, and then the enemy goes in the same fashion. While they fit into the basic One Attack formula, the twist is that you can have more actions per turn than you have party members, and can gain or lose them based on what you do during the turn, generally gaining extra actions for critical hits and targeting weakness, while losing them for missing or targeting resistances. You don't have the freedom to choose who uses which actions, so the extra actions go to people further up on your party list, making formation very important. There are no out-of-turn actions except basic reprisal attacks on some characters.
* ''VideoGame/EternalEyes''.



* The ''VideoGame/DragonQuest'' series uses turn-based combat and, from ''[=DQ4=]'' onwards, included a limited party member AI (it is possible to order them to automatically heal allies, [[AttackAttackAttack enemies]], etc.), which can speed up the combat considerably but is best to turn it off for boss battles.
* In ''VideoGame/EpicBattleFantasy'', orders are not given at the beginning of a round but individually, making it easier to react to battle events (particularly useful against a boss whose resistance changes after every attack).
* In ''VideoGame/BreathOfDeathVII'' and ''VideoGame/CthulhuSavesTheWorld'', each battle turn begins with player inputting commands for the PlayerParty and then watching as party members and enemies duke it out in order based on their agility stats.
* In ''VideoGame/EarthBound'', everyone's actions are chosen at the start of the round, then they act in Speed order. The game does not tell you in advance which one of your party members will go first (other than manually checking their stats).

to:

* The ''VideoGame/DragonQuest'' series uses ''VideoGame/OctopathTraveler'' has a turn-based combat and, from ''[=DQ4=]'' onwards, included system where each character has a limited party member AI (it is possible to order them to automatically heal allies, [[AttackAttackAttack enemies]], etc.), which can speed up the combat considerably but is best to distinct turn it off for boss battles.
* In ''VideoGame/EpicBattleFantasy'', orders are not given at the beginning of a round but individually, making it easier to react to battle events (particularly useful against a boss whose resistance changes after every attack).
* In ''VideoGame/BreathOfDeathVII'' and ''VideoGame/CthulhuSavesTheWorld'', each battle turn begins with player inputting commands for the PlayerParty and then watching as
contained within one round, such that faster party members and enemies duke it out in will go before slower ones, and you can see the upcoming turn order based on their agility stats.
* In ''VideoGame/EarthBound'', everyone's actions are chosen
for the current and next round at the start top of the round, then they act in Speed order. The game does not tell you in advance which one of your screen. Certain party members abilities adjust the field by either forcing enemies to go last or jumping a party member ahead. Blocking always sends a party member to the front of the turn order, while enemies coming out of Break will go first (other than manually checking their stats).no matter what to avoid being stun-locked.



* The main ''Franchise/ShinMegamiTensei'' series tends to a be variation of One Side, One Turn where your party members act in order (based on the position in your party) until you run out of actions, and then the enemy goes in the same fashion. While they fit into the basic One Attack formula, the twist is that you can have more actions per turn than you have party members, and can gain or lose them based on what you do during the turn, generally gaining extra actions for critical hits and targeting weakness, while losing them for missing or targeting resistances. You don't have the freedom to choose who uses which actions, so the extra actions go to people further up on your party list, making formation very important. There are no out-of-turn actions except basic reprisal attacks on some characters.
* All of the games in the ''VideoGame/TrailsSeries'' use this, though each one introduces new mechanics to keep things fresh.
* The ''VideoGame/UnchartedWaters'' series switches to turn-based combat mode during naval battles. In ''VideoGame/UnchartedWatersNewHorizons'', sword duels between fleet captains are also fought like this, with each combatant attacking and defending in turns.



* ''VideoGame/OctopathTraveler'' has a turn-based system where each character has a distinct turn contained within one round, such that faster party members and enemies will go before slower ones, and you can see the upcoming turn order for the current and next round at the top of the screen. Certain party abilities adjust the field by either forcing enemies to go last or jumping a party member ahead. Blocking always sends a party member to the front of the turn order, while enemies coming out of Break will go first no matter what to avoid being stun-locked.



* All of the games in the ''VideoGame/TrailsSeries'' use this, though each one introduces new mechanics to keep things fresh.
* ''VideoGame/{{Earthlock}}'' features turn-based combat with units fighting in pairs. When the characters are damaged by enemies, they accumulate support points, which can be used to activate other moves. Pairing different combinations of characters unlocks different moves and tactics, greatly affecting the flow of battle.
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%%* All of the 1970s mainframe/minicomputer [=RPGs=]: ''VideoGame/{{dnd}}'', ''VideoGame/{{Avatar|1979}}'', ''{{VideoGame/Dungeon}}'', ''[[VideoGame/PLATOMoria Moria]]'', etc. These were all based on ''TabletopGame/DungeonsAndDragons'' anyway.

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%%* All of the 1970s mainframe/minicomputer [=RPGs=]: ''VideoGame/{{dnd}}'', ''VideoGame/{{Avatar|1979}}'', ''VideoGame/{{Avatar|PLATO}}'', ''{{VideoGame/Dungeon}}'', ''[[VideoGame/PLATOMoria Moria]]'', ''VideoGame/{{Moria|PLATO}}'', etc. These were all based on ''TabletopGame/DungeonsAndDragons'' anyway.
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Updating Link


%%* All of the 1970s mainframe/minicomputer [=RPGs=]: ''VideoGame/{{dnd}}'', ''VideoGame/{{Avatar}}'', ''{{VideoGame/Dungeon}}'', ''[[VideoGame/PLATOMoria Moria]]'', etc. These were all based on ''TabletopGame/DungeonsAndDragons'' anyway.

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%%* All of the 1970s mainframe/minicomputer [=RPGs=]: ''VideoGame/{{dnd}}'', ''VideoGame/{{Avatar}}'', ''VideoGame/{{Avatar|1979}}'', ''{{VideoGame/Dungeon}}'', ''[[VideoGame/PLATOMoria Moria]]'', etc. These were all based on ''TabletopGame/DungeonsAndDragons'' anyway.
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* ''VideoGame/QuestArrest'': The combat system plays out like the ''Franchise/{{Pokemon}}'' games' system. You're given the option of either pepper spraying, tasing, or shooting your opponents to either whittle their health down low enough that you can slap the cuffs on them, or down to zero to kill them.
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* ''VideoGame/RainbowBillyTheCurseOfTheLeviathan'': The game utilizes this combat method. During [[PlayerCharacter Billy]]'s turns, he can listen to his opponent's words, engage them in conversation to try and calm them down, and even send out other friends to shoot colour at them in a little RhythmGame.

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Turn-based combat will often but not necessarily feature some of the CommonTacticalGameplayElements. For additional classification see [[Analysis.TurnBasedCombat its analysis page]]. Compare RealTimeWithPause, which is sometimes used to hide a turn-based move and attack resolution behind seemingly real-time gameplay. See also SlidingScaleOfTurnRealism.

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Turn-based combat will often but not necessarily feature some of the CommonTacticalGameplayElements. For additional classification see [[Analysis.TurnBasedCombat its analysis page]]. Compare RealTimeWithPause, which is sometimes used to hide a turn-based move and attack resolution behind seemingly real-time gameplay. See also SlidingScaleOfTurnRealism.
SlidingScaleOfTurnRealism and OutOfTurnInteraction.

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