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Shadowrun Dragonfall it's the best turn based rpg. Not only it's a great game with a great story, there are actually 2 different turn based combat system in the same game (the decker system inside the cyber space and the rest of the classes combat system).
Also the cyberpunk atmosphere is awesome.

You can find it on gog too. The original Shadowrun Return is great too.

I still have to try Hong Kong.
I can't think of any turn based RPGs where you (or your party) are autohealed and all resources replenished after each battle. Maybe a CCG of some sort?
Post edited March 02, 2020 by kalirion
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kalirion: I can't think of any turn based RPGs where you (or your party) are autohealed and all resources replenished after each battle. Maybe a CCG of some sort?
First: I'm playing one right now: The Alliance Alive (HD Remastered whatever). As long as your characters don't fall, they regain 100% HP after battle. If they do fall, they lose a small amount of max HP but still heal up to that reduced max (which can be restored by resting at an inn, which I very rarely do). On the other hand, SP does reduce, but can be regained by using low-SP attacks and increasing SP gain per turn. Also, items, once used, are gone forever, but I rarely use items in games for this reason.

Second, maybe I need more clarification on resource management between encounters being a "huge" part of the game. To me, the only games I mentioned which qualify are the D&D games, which discourage spell casting by making you rest if you actually use any.

Third, games I consider strategy games often work that way. For example, Fell Seal: Arbiter's Mark only penalizes you a tiny bit if characters fall (they just have to sit out one battle), and even fully replenishes items.

[edit: just to be clear, I didn't mention Alliance Alive in my list above because it has (basically) line combat, and I didn't mention Fell Seal because it's a strategy game]
Post edited March 02, 2020 by darktjm
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kalirion: I can't think of any turn based RPGs where you (or your party) are autohealed and all resources replenished after each battle. Maybe a CCG of some sort?
Romancing SaGa: Minstrel Song (PS2) is almost like that; your HP is restored after each battle and BP always starts at the same amount each battle (unless the character's max BP increases), and it's possible to eliminate DP and LP costs (except for the case where one of your characters reaches 0 HP) by favoring skills suitable for your class and choosing them carefully.

(The combat is non-tactical, however, so it doesn't actually fit the OP's requirements; it's also not on GOG. Then again, it seems like The Alliance Alive has some of the same developers so maybe it has similar characteristics (while still being non-tactical)?)

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kalirion: I can't think of any turn based RPGs where you (or your party) are autohealed and all resources replenished after each battle. Maybe a CCG of some sort?
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darktjm: First: I'm playing one right now: The Alliance Alive (HD Remastered whatever). As long as your characters don't fall, they regain 100% HP after battle. If they do fall, they lose a small amount of max HP but still heal up to that reduced max (which can be restored by resting at an inn, which I very rarely do). On the other hand, SP does reduce, but can be regained by using low-SP attacks and increasing SP gain per turn. Also, items, once used, are gone forever, but I rarely use items in games for this reason.

Second, maybe I need more clarification on resource management between encounters being a "huge" part of the game. To me, the only games I mentioned which qualify are the D&D games, which discourage spell casting by making you rest if you actually use any.

Third, games I consider strategy games often work that way. For example, Fell Seal: Arbiter's Mark only penalizes you a tiny bit if characters fall (they just have to sit out one battle), and even fully replenishes items.

[edit: just to be clear, I didn't mention Alliance Alive in my list above because it has (basically) line combat, and I didn't mention Fell Seal because it's a strategy game]
Well, I guess this answers the question. (The differences are that the loss of max HP replaces the LP cost of reaching 0 HP, and it sounds like SP is preserved between battles, unlike RS:MS's BP.)
Post edited March 02, 2020 by dtgreene
Seems you want something like Dos2 battle map. When it comes to resources, you only need scrolls of resurrections which I admit are pain to come by in second installment.... I really think you want Divinity OS EE, but don't have much experience with that one in later acts.
Does DOSEE has line by line battle map or is it like DOS2? Because my memory is bit fuzzy.
Post edited March 02, 2020 by BeatriceElysia
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darktjm: Second, maybe I need more clarification on resource management between encounters being a "huge" part of the game. To me, the only games I mentioned which qualify are the D&D games, which discourage spell casting by making you rest if you actually use any.
You also have to rest (or use priest spells or consumables) to regain HP in D&D.
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darktjm: Second, maybe I need more clarification on resource management between encounters being a "huge" part of the game. To me, the only games I mentioned which qualify are the D&D games, which discourage spell casting by making you rest if you actually use any.
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kalirion: You also have to rest (or use priest spells or consumables) to regain HP in D&D.
Actually, strictly speaking, to heal in a reasonable amount of in-game time, you need to do both, as resting alone restores very little HP, and healing spells (until you get Heal, which completely changes things) are way too weak.

It is rather fortunate that most D&D based games offer some kind of shortcut (like the "cast healing spells on rest" option or the "FIX" command in many (most?) Gold Box games), but that still means you need a cleric to heal in a reasonable amount of time. If you want to see what it's like without those shortcuts, try playing Pool of Radiance, which lacks such shortcuts and makes you manually select spells to memorize for each rest; if you need significant healing, you may find yourself sleeping for weeks of game time just to save on real time, which is ridiculous.
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darktjm: Gold box and Dark Sun games (although these tend to require excessive resting to replenish spells)
In the Gold Box games recovering spells by rest is easy and only takes 8 hours; it's recovering HP (particularly without a cleric, or if you're playing Pool of Radiance and can't be bothered with the tedious task of repeatedly casting and re-memorizing spells) that is the problem.

(The Dark Sun games are different; use a campfire and your whole party is instantly restored, which is more like the approach found in JRPGs.)
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darktjm: Wasteland 2 (1 doesn't have tactical map combat)
Actually, Wasteland 1 *does* let you move characters separately on a map; it's just not the default way to fight and you are still limited to 4 separate parties at a time.
Post edited March 03, 2020 by dtgreene
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dtgreene: Actually, Wasteland 1 *does* let you move characters separately on a map; it's just not the default way to fight and you are still limited to 4 separate parties at a time.
This is not the same thing as proper tactical map combat at all. Combat is still list of characters vs. list of enemies, which is effectively line combat. As far as I know, you only have control over your main party as well: the extra parties just sit around waiting for you to pick them up again (or engage in combat of their own, completely separately from your main party). Feel free to correct me if I'm wrong; I've lost my old saves and have no easy way to verify.
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dtgreene: In the Gold Box games recovering spells by rest is easy
It comes back to wanting to know what it means for resource management between encounters to be "huge". I went into this on the assumption that it means "you can do a lot before having to deal with resting, replenishing supplies, etc." In that regard, having to rest, however easily, after nearly every encounter seems excessive. I didn't do that myself when I played, but only because I always ensure my spell casters can also do regular combat to some extent.

If you're getting clobbered so badly you need serious healing after every battle, then your playstyle is completely different from mine. One of the reason I pretty much quit Wizardry: Land of Lost Souls is that I can't see myself grinding enough to survive combat on Deep 6 in an acceptable state.
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dtgreene: Actually, Wasteland 1 *does* let you move characters separately on a map; it's just not the default way to fight and you are still limited to 4 separate parties at a time.
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darktjm: This is not the same thing as proper tactical map combat at all. Combat is still list of characters vs. list of enemies, which is effectively line combat. As far as I know, you only have control over your main party as well: the extra parties just sit around waiting for you to pick them up again (or engage in combat of their own, completely separately from your main party). Feel free to correct me if I'm wrong; I've lost my old saves and have no easy way to verify.
I am pretty sure you actually do get to issue commands for every party each rounds; the manual even mentions the option of doing this across different maps (after asking the player), but actually doing so is cumbersome because the game needs to constantly save and load with each map switch (limited memory at the time), and can be especially painful if the parties are on different disks (Ready to swap disks every single combat round? There's a good reason the game asks first.).

If the parties are close to the same enemies, they can all attack the enemies; you could have one character disband and charge the enemies while the rest of your party uses ranged weapons, for example. (I don't know if friendly fire is a thing here.)
I think you would enjoy both StarCrawlers and XCOM—Enemy Unknown (I prefer the expansion, Enemy Within, which is included free).