> sharif wrote:
>> I'm just starting Echoes but liking it so far. I agree Conquest is more interesting
>> than Birthright, Birthright just kind of feels like babby mode, because you can
>> essentially as much as you'd like.
>> (I never finished Awakening. I wiil, I promise.)
> I don't remember finishing any of the FEs. Something about a world without Phoenix
I actually prefer the permadeath option, it really forces you to think through your plan of attack, and decide if that character is worth saving or not. (Then again, in FE, I won't let anyone die!) I like that, more than a menu, you have to figure out where to put your healer to not be assaulted by the enemy. And the enemies tend to have better AI- if they can kill someone, they will.
Unfortunately, the FEs I consider to be most new player friendly are also the most expensive ones. Path of Radiance is easy enough that a decent player can beat the game with only Ike. It also has more than enoug chararcters that if you do lose someone, you should still have more in the wings to play with. Finishing this one flows wonderfully into Radiant Dawn, which is also a harder game.
Regarding FFT, I find the PS1 version to be an unplayable mess. If that was someone's first SRPG, I would understand why they find them to be random. (I've actually seen 100% miss, and 0% hit.) The PSP version seems to have fixed this problem, but still has other issues. In a good SRPG, you have all the information you need to figure out everything. Since I worked with someone to create a FE-based tabletop game, I'll use that as the example:
If you go to attack someone, your attack is your strength plus your weapon attack (or magic plus spell attack). The enemy's defense (or resistance) is subtracted, resulting in doing the remaining for damage. Depending on the game, other factors come into play. FE's weapon triangle means +1 if your weapon has advantage, or -1 if disadvantaged. Special weaknesses (bows against a flyer, thunder against a dragon, etc) have a value of x2. The enemy, if capable, will counter, using the same rules to determine damage. Typically, bows can not counter directly next to them, and swords can not counter a ranged attack. Finally, if one unit is notably faster, they will get a second attack, again, if able. In FE, this number is 4, assuming encumbrance doesn't become a factor. Other numbers let you determine and calculate the chance factors, like percent to hit or crit. Fortunately, the game will show you these numbers before you commit to attacking, but knowing this lets you determine the effect of just putting someone in range.
As you can prolly guess, I'm a huge fan of the ones of these done right. A mistake in most traditional RPGs means that the battle will take a little longer, and you might have to use a little more resources. A mistake in an SRPG frequently means someone's dead. They can't be auto-piloted. This thought process also is why I love certain series, like Persona, so much.
This isn't to say SRPGs aren't without flaws; sometimes characters get "RNG screwed." Someone just doesn't get the levels in stats they need, making them risky to use, or just downright useless. But for every one of these, you usually also have someone who is RNG blessed, and turns into a complete badass. My favorite example of this is having a young boy archer (Rolf, for those familiar) having better defense than the guy in a big suit of armor (Gatrie), and that's if they can even hit him! It goes to show that you never know what can happen!
-I swear, if I ever open a used game store...