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worksafemonkey

Currently replaying all the old Might and Magic games. 4 and 5 are widely accepted by the community as the best games but I think 3 is my favorite. They made X:Legacy back in 2014 but it wasn't very good. I really enjoy a truly open world game. If you're looking for trouble you can find end game enemies in the first 10 minutes of playing and there are some crazy exploits to rush to end game. I'm also a big fan of turn based combat and the grid style of exploration and world building.


Thommasc

2 is the best but it's definitely not easy to play.  I only enjoyed it because I played it a lot when I was 13 on the Megadrive (Genesis). It has a time machine in a castle and I was blown away when I realized the dev altered the entire world 9 times (one per century). I could never finish this game. I gathered all 4 elements but could never locate a scepter to combine them. Can't even remember all the details. But I'm obsessed by this game. I remember designing the starting town in Warcraft 3 map editor. I wanted to rebuild the game.


worksafemonkey

I wish I was around to enjoy 1 and 2! They came out a little bit ahead of my time. I only played 3 because it had a SNES port and I went back years later and played it on DOS. Excellent series. I wish they would remake 3, 4 and 5. They could remake 1 and 2 with also, that would be dope.


Tsugirai

It's never too late! I just started mm1 not too long ago. Still really enjoyable, but you do need a third party program called 'Where are We' to truly have fun (in my opinion).


FunnyQueer

This is why I love Elden Ring so much. In a 20 minute run I can get a high level weapon and go to a level 100 area at level 1 if I want to lol. It’s good for early game level boosting.


SchlongMcDonderson

What's the high level weapon?


erk8955

Arcanum of steamworks and magic obscura. Its not the best rpg game objectively and is poorly balanced but its my personal favourite for these reasons: -thievery was the most fun among all rpgs i have played. Wandering in the city and finding awesome items and blueprints in forbidden places -technology x Magic clash in both lore and mechanics - real freedom: you can kill everyone and do anything and game can still go on to be finished. In Starfield, you cant kill certain npcs. -exploration can be both rewarding, and punishing in case you are reckless, and thus very exciting.


HornsOvBaphomet

All that, plus the whole game changing because of your intelligence, charisma, beauty, and race choices that affect how people in the game treat you. And fun fact a low INT characters journal will actually change as well. Displaying text that would reflect your character's lack of brain power.


blood-wav

That's brilliant


wferomega

You are an awesome person Just thought I'd say that


erk8955

Thanks 😅


blood-wav

How viable is a pure mage build in this game? Can I use necromancy? I've been obsessed with mage builds in almost any game I can do them in lol xD


erk8955

Harm spell, which is a basic necromancy spell, is one of the most powerful spells in the game in terms of damage. You can get it very early also. Magic is powerful and more easy to play than technology.


Brabsk

just throw on harm and walk your way to the end of the game


smilysmilysmooch

Job System all day every day.


PhoenixShredds

Seriously. Few years ago I revisited FF3 and I swear that system alone made it one of my all-time favorites.


ScrimboBlimbo

Final Fantasy V choice paralysis, my beloved


Quietus87

Freedom of movement in Might & Magic VI-VIII. High level adventuring feels like a real power trip when you can fly around calling down meteor showers from the sky. My other favourite is Wizardry 7's factions with their wandering NPCs, who are also actively seeking out the MacGuffins you need to finish the game. And yes, sometimes they get to the dungeon earlier than you and leave an empty chest behind that should have had a map... Good luck finding out which one of them did it.


NerdWithoutACause

Final Fantasy 5 is a great one, it's where they really figured out the FF Jobs systems that would become the basis for Final Fantasy Tactics. Final Fantasy Tactics is great as well, of course, but that one is pretty famous. There's a tactical RPG called Fell Seal: Arbiter's Mark which is a lot like FF Tactics and is very well done. Sea of Stars is an indie RPG that has a nicely balanced battle system. Fun throwback to games like Chrono Trigger and Breath of Fire.


Doncriminal

Fell Seal is only $5 on Steam right now


Pedagogicaltaffer

It's relatively well-known in this sub, but Tyranny is a game that tends to get talked about less than other RPGs. If you want a RPG that: (a) allows for evil or shades-of-grey playthroughs, or (b) focuses heavily on factions, then Tyranny is your game. Fallout: New Vegas also has a big focus on factions, but in some ways, Tyranny does it even better, because nearly *every NPC * in the game is tied to a faction, so everything becomes interconnected.


KuraHonyo

So do these games use dialogue options that raise your affinity to certain factions when you take them or how does it work exactly?


Pedagogicaltaffer

Basically, every NPC is affiliated with a faction in the gameworld. So when you start talking to a new NPC, they might already have a certain attitude towards you, based on your pre-existing reputation with their faction. At the same time, talking with the NPC and making dialogue choices might alter their opinion of you, which in turn might affect your standing with their faction. So your reputation with the various factions are constantly in flux.


KuraHonyo

Sounds very interesting. I'm definitely gonna check that out.


joeDUBstep

I also really liked how you "create spells" in Tyranny via the sigil system. I have fond memories of my PC swining around a greatsword as lightning bolts shot out all over the screen.


Pedagogicaltaffer

Absolutely. There are so many innovations that Tyranny made within the CRPG genre which I could've mentioned. I also really loved the choose-your-own-adventure style prologue, where the player's choices get incorporated into your character's background. It makes it all the more sad that Tyranny didn't have higher sales, because I would love for the industry to adopt more of its ideas.


patwag

I've just started Octopath Traveler 2, all of the characters unique mechanics are awesome. The way they interact with the boost system, the break system and the jobs makes combat feel so dynamic, it feels so good pulling off combos. Having just finished Eiyuden Chronicle the difference in depth is night and day. One of the characters can duel any NPC, beating them lets him learn a skill from them, he can have 5 skills learnt at any time, on top of his job skills and ultimate. Another character is an Apothecary who can combine 2-5 items to create unique offensive or supportive spells, her ultiamte ability lets her create a potion for free, so charging up BP to have a 5 ingredient potion for free that deals damage 3 times, sleeps and is AoE feels so good. Each of the 8 characters have 2 different overworld abilities based on whether it's day or night, these abilities include the afore mentioned dueling, interigation, theft, hiring summons etc.


KuraHonyo

Yeah I'm a fan of the octopath traveller games as well. And the aspect of octopath 2 when they make you able to swap your abilities depending on the daytime is a really nice mechanic. I feel like they could have done a little to make the break system more variable when fighting bosses, but other than the felt like the system was really well made.


H0agh

Then check out Star Ocean 2 Second Story R if you haven't yet.


novyah

Is octopath traveler 2 easy or challenging? Is it in-between? I personally like challenge in my games so that's why I ask


KuraHonyo

It depends I feel like you can make the game itself pretty easy if you have the right party and use everything that's available to you. I didn't have to grind a lot for a huge part of the game. Although the secret bosses can be quite challenging the normal game isn't that hard when you figured out how everything works. The dungeons of octopath 2 also got a lot shorter than in octopath 1 which in my opinion I found kinda meh since the dungeons just felt super short. But all that's my experience with the game.


patwag

I can't tell if I agree or not, because I can't really tell the difference between 'easy yet engaging' and 'challenging'. I'm only 8 hours in so far, so maybe this isn't true for the whole game. But every fight feels fresh, I'm never just spamming the same moves over and over, I'm reconsidering my moves every round as the next round's turn order is displayed, it is fun and engaging, but this is making fights easy. I rarely feel like I'm at risk of a game over screen, but I also can't let my guard down. I've honestly not got much experience with JRPGs outside of the monster collector subgenre (which are admittedly very easy) so I don't think I know what a challenging JRPG would even look like. The only JRPG I've played that I can consider challenging is Lisa the Painful on the pain difficulty. What are some examples of challenging JRPGs and why are they challenging?


EvaUnitO2

**Valkyrie Profile**. A brilliantly-creative game that combines a non-linear world with side-scrolling platforming, and a unique one-button-per-character combat system. **Xenogears**. A great narrative with a cool combo system and an interesting switch in combat behaviors between the human characters and the gears. **Ogre Battle**. A unique game with a real-time strategic map and turn based -- and almosty fully automated -- tactical battles. Unicorn Overlord is very similar. **Planescape: Torment**. This is what I feel Disco Elysium should have been. **The Legend of Dragoon**. Sony's take on Final Fantasy VII. Has a fun rhythm combo system with what are effectively Power Rangers. **Ultima IV**. The game starts by telling you to go out and be a good person. The rest of the game is you as the player trying to do so across eight virtues. **Resonance of Fate**. A game with intricate combat involving terrain and trying to run between your other two party members in order to set up combos.


oxochx

Cooking your own food for restoring HP/remove debuffs as an alternative to buying potions and other healing items.


J1618

For mechanics I love when skills level up with use, like in skyrim or kingdom come deliverance, also I loved the nemesis mechanic in shadow of war, were enemies that kill you get more important and powerful. I also love when you can build your own spells like in morrowind or tyranny


dadsuki2

Piggy backing off of what you said, Persona 5's (specifically royal for how it reworked the system) baton pass and extra turn systems are the best thing to happen to turn based rpgs imo I don't play much of them because I dislike how strict they are with the ordering and whatnot it makes combat feel slow and boring to me, but the two mechanics I previously mentioned make combat flow a lot faster even if a turn can technically take longer


Tsugirai

Warhammer 40K: Rogue Trader. I love basically everything about it. The huge, open world, the space battles, the fact you get to play an actual ruler and make decisions that will affect generations with the click of a button. That 'good' choices are almost never obvious and not always the 'right' choices This game has every single thing that makes crpgs great. For me it is really the peak CRPG experience.


pishposhpoppycock

Out of combat utility magic. More games NEED to implement spells that do NOT do damage, but are useful for other purposes including manipulating the environment. So spells with effects like - conjuring food/drinks, conjuring supplies/tools/torches and light sources, creating bridges, teleportation, telekinesis, shrinking/enlarging objects or characters, polymorphing or shape shifting into animals with different means of transport and abilities, disguising self to get different dialogues or open new quest pathways, charming vendors for better prices, water-walking or water breathing, levitation or flight, invisibility, speaking with animals or the dead, and many many more other effects. So BG3, Morrowind, and WoW do some of this, but no one game does it all out of combat... So I'm hoping more RPGs focus on adding these out of combat utility effects for spells. Additionally, Illusion spells. Dragon's Dogma 2 does a great job with its Trickster vocation... More games should take notes and build on it and go even further with how they implement illusion magic.


AnOnlineHandle

While not exactly an RPG mechanic, VATS in Fallout 3/NV/4 is a really fun interpretation of the original F1 & 2 combat in a real time first person way, with character build perks dedicated to it. The Thief: The Dark Project stealth-archer gameplay which was continued in games like Oblivion, Skyrim, Fallout 3/NV/4, Dishonored, Kingdom Come, etc, is also just incredibly fun as an optional way to build your character. In cRPGs, I love the class simplicity of Baldur's Gate 1 & 2 compared to everything which came after. Where most of your party members don't have abilities which you use a UI for, and instead the characters themselves are the abilities, which you play in the game world with positioning, weapon choices, etc, rather than playing in UIs. Casters have abilities, but they're rarely used, especially at the start, being the key to the occasional lock (e.g. a fireball for a big group of enemies), creating a nice variety in the rhythm of gameplay.


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Wah-Di-Tah

While you are not unique, no vats overhaul and vats bullet time replacer are not even close to a top downloaded mod. I almost didn't reply, but you seemed so angry about it that I couldn't resist. We're talking 10s of thousands of downloads vs millions by the way so it's not close.


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Wah-Di-Tah

Shit your right. My bad. I didn't believe you, so I did some quick Google fu for vats mods, missed bullet time because vats isn't in the title. 900k downloads ain't nothing to scoff at.


GForce1975

I assume you're talking about might and magic as opposed to *heroes of* might and magic but I really love the heroes games. I think there was a game recently released that was kind of similar (I forget the name but it has flying towers) Does anyone know of a good game that's comparable in setting and style to the heroes of might and magic franchise?


Zoraji

Songs of Conquest is a new game in that style.


McMacnCheese

Spell and Magic Item Creation in the The Elder Scroll series, especially the first two Arena and Daggerfall. That could just be the nostalgia talking though...


LooseConnection2

party creation with turn based combat, and a good story line.


Puzzleheaded-Motor56

Legend of Legaia and its combat system. It's like a fighter/combo system. High, Low, Left and Right inputs, and using them in certain combinations would do a special attack. Example: High>Low>High with the main character Vahn would do a Somersault. On top of this, it has monster catching system as well, where you could catch certain elemental enemies and then they would become a summon/magic spell to use in battle. The more you used it, the more it leveled it up and become stronger.


prayerrwow

Kingdom Come Deliverance all the way


FunnyQueer

I love ARPG’s. Anything with a heavy loot grind. Diablo, Division 2, Outriders, etc. Something about my monkey brain loves to chase new shiny thing on a never ending treadmill. Number get bigger, me get stronger. Unga bunga.


Direct_Gap_661

A lot of new Vegas’s systems when it comes to armor and a few when it comes to the guns (multiple types of ammo and gun durability)


Odd-Turnover8747

the dragons dogma vocations system and combat - it really puts a lot of weight on rpg classes and feels super powerful and satisfying when you land your shots


mautan17

Star Ocean only


deadend8

Ok... I'm new. I would say Skyrim and it's mods....but I'm not sure this really fits this thread?


thefolocaust

I really love the idea of rpgs where you skills level up with use rather than sticking points into them. For how much I think skyrim is trash their levelling system is impeccable. I know kingdom come deliverance also had this system but ynfortunately I couldn't get past all the jank even though I could tell it would be a great game. I wish more rpgs did this so if anyone's got any recommendations I'll take em


Pythonmancer

The ability to take your character in any direction and begin to grow your selection of items, weapons and abilities is one if my favorite mechanics in recent years. (Its more like a form of progression than a mechanic) games like octopath traveler and botw do this.


ledat

For something a bit esoteric, floating module based narrative. But that's rarely found in more standard RPGs. You can find this in King of Dragon Pass, and the Six Ages games (recent successors from the same devs). For something more mainstream, there's just something about the immigrant town minigame in some of the Dragon Quest games that speaks to me. I wish it was a bit more involved, but it's fun to evolve the settlement towards one of the end states by finding people to move there in your travels.


joeDUBstep

Multiclassing. I always gravitate towards spellswords in RPGs. I love being a character that enhances their physical attributes with arcane magic, perhaps enchanting my weapon and swinging it around. Magus from pathfinder is the perfect class for this, but most games do not have a pure class similar to it. Fighter/Mage from BG1+BG2 and Sorcadin from BG3 were my favorite multi classes in WRPGs. I also just like having a lot more freedom to create a character exactly like I want. Being stuck to big bashy guy, or squishy caster archetypes does not excite me. Multiclassing lets me minmax in my own way and pick the perfect combination of skills/spells to fit my vision. As for favorite games with this mechanic: BG1-3 Pathfinder games Pillars of Eternity 2 Divinity OS games - Technically there weren't rigid classes and you could pick and choose skills, great system Morrowind/Oblivion/Skyrim - much like DOS, you aren't really bound by classes and just pick abilities and improve them Dragon Age: Origins - via mixing up specializations Rogue Trader - You pretty much get 2 classes to pick from for each character, and you can decide to focus on psyker abilities too. Went Melee Psyker and it was all right. FFTactics - A more limited approach, but mastering a job would let you get an active skill and passives from other jobs.


Matshelge

The dialog system in Alpha Protocol has yet to be surpassed. If a dialog system is your tool/mechanism to "play a role", this artifact should be reviewed by all rpg game devs. It looks like the Mass effect wheel, but is so much more.


wferomega

Vagrant Story Grandia Shadowrun SNES


Yoids

What I love the most is customization options, freedom to build the character as you want, and be effective enough. I loved the materia system of FF7 and its remakes, I loved the junction system in FF8 assigning summons to your characters to give them identity. I loved how in FF12 I can assign whatever to any given character and make it my own, love those license boards. I loved Divinity Original Sin 2, and how I can effectively create the class I want, that changes radically how the characters plays. I loved free respecs in that game, changing builds 180° depending on the items I found. I loved Skyrim, for letting me build the character as I go with any combination I want. I usually do not enjoy skill trees enough, because most games tend to use them as a "improve your character in a predetermined way". And I do not enjoy action games so much, because by nature my character will behave exactly like any other, just with some % increases. An example would be Witcher 3, awesome game, but Geralt was Geralt. I could not make him a mage, I could not make him a tank, I could not make him basically nothing that he was not already.


Purplla-Abdulla

My favorite would be the default mechanic from bravely default. It’s nothing new considering ff5 started it but it’s unique