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- 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). Final Fantasy X uses a modified turn based combat where not only you can see who will attack in what order, but certain status effects or actions can switch turn orders. As an example, using an item can sometimes grant the user an extra turn before the enemy's turn comes up.
- 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.
- In 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).
- In Pokémon, the one with highest speed goes first, though some moves (Quick Attack, etc.) override it. This is due to a second mechanic known as Priority.
- Valkyria Chronicles: Enthusiasts of Save Scumming may be interested to hear that you can save during your turn, as well as after it.
- 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.
- 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.
- All of the 1970s mainframe/minicomputer RPGs: dnd, Avatar, Dungeon, Moria, etc. These were all based on Dungeons & Dragons anyway.
- Ultima IV featured a simplistic turn-based combat wherein the player could perform a single action (move one square, attack in one of the directions, cast a spell, or skip turn) with each party member in the order they were recruited, after which every enemy got to act in the same way, and so on.
- Might and Magic 1-5.
- Betrayal in Antara.
- Fallout and Fallout 2 are played in real-time but switched to turn-based when initiating combat. Then Fallout Tactics went the full-blown Turn-Based Tactics game route. Starting with Fallout 3, combat can be peformed either with the turn-based VATS or in real time. In 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.
- Arcanum: Of Steamworks & Magick Obscura is one the few games that offer both real time and turn-based combat modes.
- GoldenLand switches between real-time exploration and turn-based combat similarly to the Fallout series.
- Ancients 1: Deathwatch and Ancients 2 Approaching Evil.
- Shadowrun Returns uses a similar system to the classic Fallout games, having the majority of the game being exploring in real time before switching to turn based combat. Unlike Fallout however you don't move just diagonally and cover is much more important.
- The Banner Saga is centered around tactical action point-based combat on a squared movement grid.
- Divinity: Original Sin features tactical turn-based combat with initiative, action points, and free movement (no grid). A portion of the action points can be preserved by ending the turn early, so you can perform more actions on your next turn.
- Torment: Tides of Numenera features turn-based combat, which will be tied into the (likewise turn-based) Dialogue Tree system.
- Wasteland 2 has tactical squad-based combat with a square grid, action points, and initiative.
- Underrail is similar to the classic Fallout games, but with a larger complexity reminiscent of the Jagged Alliance series.
- Undertale uses this as is common with many RPG games.