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69. Re: Torment: Tides of Numenera Combat Voting Nov 25, 2013, 17:33 Orogogus
 
Scottish Martial Arts wrote on Nov 25, 2013, 14:59:
A well designed encounter however, of the sort you're average 15 year old comes up with or that existed in the Gold Box games, can be challenging and memorable, even when, as you say, you've figured out how the system work. Who has played Pool of Radiance yet doesn't remember the troll and ogre encounter in the Slums? Or the encounter with 40+ various kinds of Hobgoblins on Sokol Keep? In the latter, who WASN'T on the edge of their seat fighting a desperate battle that required pulling out all the stop just to have a CHANCE of survival and victory? What about the Kobold King Throne room? I hate to keep harping on the Gold Box games, but as far as turn-based CRPG combat goes, they really are the pinnacle, even 25 years later.

Pool of Radiance was the high point of the series in many ways, unfortunately. All the other Gold Box games were heavy on trash encounters. I mean, the Mulmaster Beholder Corps was something else, but the dungeon it was in had like two dozen random and fixed encounters against a mix of evil priests and Dark Elves. The Dragonlance games at high difficulty were all, "Welp, 40 more Draconians and five or six dragons. Time to get to work," all the time.

The Buck Rogers games were surprisingly neat, though. And I never played the Savage Frontier titles, don't know if they mixed things up there. But from what I remember most of the encounters in Curse, Blades and Darkness were sloggy blah, and the same for the Dragonlance games. Pools of Radiance did a lot with the map and the town that they never really equaled, much less improve upon.
 
 
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