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Bard's Tale IV - About the Combat System

by Hiddenx, 2016-05-02 20:44:06

Learn something new about the combat system of Bard's Tale IV in Kickstarter update #29:

Glorious Combat

Hello Citizens of Caith. My name is David Rogers, and I'm the Systems Designer on The Bard's Tale IV. I know I don't have to tell any of you that combat is a core pillar of The Bard's Tale. It's where all of our choices about race, class, gear, and party composition combine with our own sense of strategy, leading to either glorious victory or humiliating defeat. Combat design is what I've been primarily focused on, and what I'm here to chat with you about. Before we dive into the real meaty bits, I need to give the obligatory disclaimer that what you're about to see is all a work in progress, and changes may occur between now and the final release of the game.

Combat Basics

One of the great things about designing for a dungeon crawler is your ability to quickly build the game on paper before you build it out digitally. We've put a big emphasis on proving out our designs by playing them out on the tabletop. Similar to playing a game of D&D, we're able to play out the bard's tale on the tabletop and make sure what we're doing is fun, strategic, and ticks all the boxes we're looking for in The Bard's Tale IV. We started from a foundation of classic blobber combat, distilling down the parts that truly compel us. But we also make note of missed opportunities for rich strategic decision-making, and brainstorm how to capitalize on them.

One area we really want to improve on is the kind of decisions the player has to make during combat. It was a common trend in older blobbers that most of your decisions were made out of combat and once you entered combat you did the same actions over and over again. That old chestnut of "attack, attack, attack, defend, defend, fireball" is something we want to disrupt. Gaming has come a long way since the heyday of old school dungeon crawlers and we're dead set on bringing the genre back into the spotlight.

We discussed our 4x4 battlefield grid in a previous Kickstarter update. Accentuating the role that the battlefield plays in combat is one element we're focusing on. To briefly recap, during combat our battlefield is a 4x4 grid where the players' party occupies one half of the grid and the enemies' party occupies the other half. Because we want to show your enemies (and the bloody pulp you beat them into) in all of their glory, their half of the grid exists in 3D space. Your party, in classic blobber fashion, lives on your HUD. [...]

Information about

Bard's Tale IV

SP/MP: Single-player
Setting: Fantasy
Genre: Dungeon Crawler
Platform: PC
Release: Released


Details