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Turn-Based Combat
A form of Tabletop/Video Game combat where players and their units act in turns. Combat time is split into chunks (turns), during which individual units can act in more or less fixed order. While a player contemplates their next action, Time Stands Still for everyone on the battlefield.

Turn-based combat is one of the most glaring Acceptable Breaks from Reality: while utterly unrealistic, its major appeal lies in the ability to abstract the chaotic mess that is Real Life combat with a few concise gameplay rules. Furthermore, its implementations tend to go easier on video game hardware than real-time combat, and it also allows for more gameplay complexity, since the players have all the time they need to review all options and select the best course of action.

Turn-based combat will often but not necessarily feature some of the Common Tactical Gameplay Elements. For additional classification see Analysis.Turn Based Combat. Compare Real Time with Pause, which is sometimes used to hide a turn-based move and attack resolution behind seemingly real-time gameplay. See also Sliding Scale of Turn Realism.

All War Gaming, Tabletop RPG, Turn-Based Tactics, and Turn-Based Strategy games feature turn-based combat by definition, making it an Omnipresent Trope in those media/genres, so please put those examples directly on the respective genre page.

Turn-based combat is often confused with another, less popular but distinct video game combat system—the Combatant Cooldown System. The rule of thumb to tell them apart: in a turn-based combat, every character gets to act at least once per turn (unless killed or otherwise disabled) and their speed mainly determines who goes first; in a Combatant Cooldown System, faster characters can act more often than slower ones, so it can occur that a latter has only moved once in the time it took a former to move, cool down, and move again.

Examples:

    open/close all folders 

    Eastern RPG 
  • Final Fantasy I, II, and III used turn-based combat before the introduction of the Active Time Battle system in later titles. However, it is also used in the relatively recent Final Fantasy: The 4 Heroes of Light (which is also a spin-off of the core Final Fantasy series) and its even more recent Spiritual Sequel Bravely Default (which also takes some elements from the FF series), mostly because these two are throwbacks to classic Final Fantasy (4 Heroes of Light, to the NES era FF and Bravely Default, to the SNES era FF sans ATB).
  • The Uncharted Waters series switches to turn-based combat mode during naval battles. In Uncharted Waters: New Horizons, sword duels between fleet captains are also fought like this, with each combatant attacking and defending in turns.
  • The main Shin Megami Tensei 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.
  • Eternal Eyes.
  • In Golden Sun, actions are made at the beginning of every round with each party member going after the other. In some cases a party member can act twice.
  • The Dragon Quest 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, enemies, etc.), which can speed up the combat considerably but is best to turn it off for boss battles.
  • In Epic Battle Fantasy, 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 Breath of Death VII and Cthulhu Saves the World, each battle turn begins with player inputting commands for the Player Party and then watching as party members and enemies duke it out in order based on their agility stats.

    LARP 
  • While most scenes in Otakon LARP 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.

    Strategy RPG 
  • The Disgaea series uses a pure One Side, One Turn system, with more freedom than most. Because of the emphasis on a combo bonus for multiple attacks on the same target, you're encouraged to move all your characters into position before making them attack, and in fact there's an "execute" command you need to use in order to make anything actually happen, upon which the actions occur in the order you selected them. There's also some meta-fiddliness you can do involving placing characters into position to support attackers, executing, and then canceling the movement. Since the support character never actually acted, they can then move again to support other attackers repeatedly until finally acting themselves. This doesn't make much logical sense in terms of movement rates, but it's a very "gamey" series that encourages clever abuses of game mechanics like that. As inferred, it uses One Move And One Attack and a Field Grid. Other games not in the main series have experimented with Continuous Terrain but have always felt awkward. Sometimes they also use a non-turn based initiative system like FFX.
  • Soul Nomad & the World Eaters is similar to Ogre Battle in that you construct parties that, for tactical purposes, acts as a single unit. Whenever this unit comes into contact with an enemy unit, themselves a full party, on the tactical map, it zooms in and has a little mini-battle plays out where each member of the party goes through their predetermined and limited action set (i.e. no more micromanaged player choices happen at that point). After that, the mini-battle ends regardless of whether or not any party-unit was fully destroyed, and the tactics game begins again. There's often a lot of complicated fiddling you can do with formations or side attacks or whatever. Ultimately though, it's no different from the One Move and One Attack thing combined with Field Grid, except each "unit" and each "attack" is a slightly more complicated array of mini-units with their own mini-actions.

    Western RPG 

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