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dtgreene: What's wrong with Pokemon? It actually has a lot of depth when taken to its limits, like in competitive play or speedrunning. (Note, of course, that I am looking at speedruns that play the game "normally"; many first generation speedruns (especially the 151 category) end up using major glitches and don't actually see much of the battle system.)
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Darvond:
There are ways. You could, for example, temporarily boost one pokemon's attack power (via moves like Sword Dance or items like X Attack), and then just sweep the enemies with your boosted physical attack.

Or, in the first generation, you could boost Speed if necessary, use an X Accuracy to ensure that your attacks don't miss, and then just use an OHKO move (like Fissure or Guillotine) to kill 5 of the opponents in one go. (Onlly 5 because that move only has 5 PP, but then again Ethers, Elixers, and PP Ups exist.)

I would suggest you watch some Pokemon speedruns to see how this actually plays out in practice.
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dtgreene: There are ways. You could, for example, temporarily boost one pokemon's attack power (via moves like Sword Dance or items like X Attack), and then just sweep the enemies with your boosted physical attack.

Or, in the first generation, you could boost Speed if necessary, use an X Accuracy to ensure that your attacks don't miss, and then just use an OHKO move (like Fissure or Guillotine) to kill 5 of the opponents in one go. (Onlly 5 because that move only has 5 PP, but then again Ethers, Elixers, and PP Ups exist.)

I would suggest you watch some Pokemon speedruns to see how this actually plays out in practice.
No thanks. I played Pokemon for four generations. No more.
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dtgreene: How do you think turn order should be handled in RPGs? In particular:

* Should the order be deterministic, or should there be a random factor?
* Should player and enemy turns be mixed, or should the entire party get to act before enemies do?
* Should an agility or speed stat be involved, or should it be based on something like party order, or choosable every combat round?
* With the mention of speed comes another question: Should faster characters get more turns total, or should everyone get the same number of turns?
* A related question: Should commands be executed immediately, or should all commands be entered at the beginning of the combat round (and possibly failing if the situation changes before the character's turn)?
* Random factor based on character.
* Player and enemy turns mixed.
* I've always felt that a faster quicking character should have an advantage in determining if he/she goes first, agility type statistics should affect a dodging mechanic, and speed should affect (maybe) how many actions you get.
* Toin coss on this one.

It really depends on the style you're looking for. Failing commands because of situation changes would be interesting, but could be hard to work in certain circumstances. Maybe working from slowest going first, that way the "quicker initiatives" are allowed to react to what the slower ones are doing? I guess that could be handled with a delay type action.