You know, one thing I've noticed is that Prelude of Darkness's combat system basically eliminates one of the ig arguments a lot of people make against turn based combat.
Basically, the system seems to work like this. The person with the highest amount of APs goes first, does one action, and then the next person goes. Continue this until everyone is out of APs. This is different from the traditional AP schemes where you spend all of your APs during your turn, and then go to the next person.
When you think about it, this still allows some terrain use for tactical combat, but completely stops the whole exploiting of the system where you can pop out, fire at someone, and then get back to cover.
By it's nature, this also removes the need for interrupts like JA2 and FOT had, since after they move out in to the open, the next person may or may not have their sequence pulled up because they have APs available.
I also like the types of attacks possible. Depending on how many APs you have, you can do strong, quick, standard, and aimed attacks at low levels. This adds a nice element of options to the standard melee system, which is something a lot of games seem to miss out on. Most just offer "Attack" as the only melee option.
Really, about the only thing missing from Prelude to Darkness's combat system that would crush all the legitimate arguments against turn based is if it had multitarget attacks similar to Avernum's magic. Mutlitarget options work great on those encounters where you're up against a horde of creatures that can't possibly harm you, but you still have to wipe them all out to move on.
Basically, the system seems to work like this. The person with the highest amount of APs goes first, does one action, and then the next person goes. Continue this until everyone is out of APs. This is different from the traditional AP schemes where you spend all of your APs during your turn, and then go to the next person.
When you think about it, this still allows some terrain use for tactical combat, but completely stops the whole exploiting of the system where you can pop out, fire at someone, and then get back to cover.
By it's nature, this also removes the need for interrupts like JA2 and FOT had, since after they move out in to the open, the next person may or may not have their sequence pulled up because they have APs available.
I also like the types of attacks possible. Depending on how many APs you have, you can do strong, quick, standard, and aimed attacks at low levels. This adds a nice element of options to the standard melee system, which is something a lot of games seem to miss out on. Most just offer "Attack" as the only melee option.
Really, about the only thing missing from Prelude to Darkness's combat system that would crush all the legitimate arguments against turn based is if it had multitarget attacks similar to Avernum's magic. Mutlitarget options work great on those encounters where you're up against a horde of creatures that can't possibly harm you, but you still have to wipe them all out to move on.