1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Telepath Tactics - Review @ RPG Codex

Discussion in 'Game/SP News & Comments' started by RPGWatch, May 28, 2015.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

    Joined:
    Jul 28, 2010
    Messages:
    30,436
    Likes Received:
    30
    [​IMG]Zetor of the RPG Codex reviews Craig Stern's Telepath Tactics: A snippet:

    The combat system is deceptively simple: every attack automatically hits (with few exceptions, see later under RNG), but positioning matters. Attacks and spells do more damage from the side and a LOT more damage from the back; in addition, ranged attacks do more damage from close range. If the target has a weapon that can retaliate against the attack (e.g. a bow against a ranged character, or a melee weapon against a ranged attacker) and they still have counterattacks remaining this turn, they can turn around and counterattack afterwards, usually for mediocre damage. This sort of positional combat in a turn-based game is actually a pet peeve of mine -- how can a combatant just walk around someone they're actively fighting and strike them in the back for much damage? A trained fighter should be able to keep their guard up and at least make an effort to face their foe (assassins excepted); a turn-based game should try to support this. The best backstab implementation was in the Gold Box games, where each unit could turn to face the first attack against them each turn, and subsequent attacks could backstab them or get a flat to-hit bonus. Ah well, can't fight against the SRPG industry standard!

    All special abilities take energy to use (basic attacks and shoving/pulling enemies are free), which only recharges when a character is idle: 1 energy per turn if the character performs non-attack actions such as movement, 5 energy per turn if the character doesn't do anything at all. Considering that everyone starts combat with one-third of their max energy (with melee characters typically having a much lower energy cap than casters), energy management as well as proper use of energy-recharging consumables is a critical decision for most characters. Unfortunately this also makes casters lackluster for most encounters, as they are forced to pass most of their turns to be able to cast their spells when required. Speaking of consumables, they can be used at any time during the character's turn, and using them is a free action. As they can be quite powerful (restore a lot of energy and/or health, give the unit 40% more movement for one turn, give 20% physical damage reduction for a time), rampant Fallout-esque exploitation (hey, let me just go into my inventory and use 30 stimpacks) is kept in check by consumables being somewhat expensive and/or non-trivial to get more of.

    In the end, overcoming challenges in a mission is done through a series of risk:reward decisions, and this game has them in spades. In fact, one of its greatest strengths is that there are so many ways to deal with those. You can play it safe or be super-aggressive; you can kill everything that moves or win a map without really fighting any enemies; you can even re-arrange the map to create your own strategy for winning the battle. Some examples that came up during my playthrough:
    • Do I move in tight formation to protect my squishies, even though this exposes me to AOE attacks and getting flanked by ranged enemies?
    • Do I split up my team to deal with enemies attacking from three directions, or do I keep everyone together and try to block off some approaches?
    • Do I send off my fastest units to open treasure chests behind enemy lines, thus possibly exposing them to danger while leaving me with less units to carry out the main objectives? Or do I leave treasure chests alone until I've dealt with the main threats, thus risking their contents getting stolen by an NPC thief?
    • Do I keep out of movement/attack range of potentially dangerous enemies while I get everyone in position (possibly allowing them to get reinforcements), or do I rush to the most important targets ASAP and try to protect my vanguard?
    • Do I move slowly and methodically through the map, destroying all enemy forces for extra gold / experience / item drops at the risk of taking more damage and losing resources, or do I send a flier to beeline for the main objective to avoid getting outmatched?
    • Before engaging the main enemy force, do I constantly reposition my casters in reaction to enemy movement to keep them as safe as possible, or do I try to get them into a moderately safe position in the first turn and then pass their turns to gain 5 energy instead of 1 per turn (and perhaps keeping another unit back to babysit them as needed)?
    • Do I save that suicidal NPC and expose my own units to danger, or do I let them die and possibly miss out on a new party member or even a side mission?
    • Do I burn consumables to burst down an enemy with a dangerous attack, or save them and prepare to take the attack?
    • Do I partially destroy a bridge to create a chokepoint and take the risk of the bridge getting completely destroyed by enemy Crossbowmen as a follow-up?
    • Do I attack from max range with my casters to avoid exposing them to danger, or walk to a 2-tile range from the target (or even melee range with Mind Blast and some point-blank AOE attacks spells) to get more damage out?
    • Do I kill this target by focusing attacks on them, or do I just push them into the water to make them waste their next turn swimming to shore?
    • After gaining the upper hand and having the option of finishing the battle at any time, do I let my lower-level characters pick off the last enemies to gain experience and possibly expose them to unneeded risk?
    • Do I switch to a weaker/cheap weapon to dispatch a near-death enemy, or do I keep using the good stuff in case the character gets attacked and needs to make the counterattack count?
    Now keep in mind that some battles are long... and some are VERY long. They are also mentally exhausting -- once I was done with a 2-hour monster of a fight, I was typically not up for playing the next mission immediately. This is definitely a game that's best played in bursts with some time to recharge in between!​
     
    Last edited by a moderator: Sep 19, 2015
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.