Attacks always hit, so strategizing involves looking through each hero's masteries, choosing what does the most damage, and deciding on the best enemy target. A handful of objective and spell points are given to the party to use collectively each turn, and you have to spend them on just four selected skill masteries from your overall pool of abilities. Leveling up provides some ability to tweak your heroes, but choice is limited because you're allocated just a single point with each advancement to distribute among the four skill treesĬombat has a narrow focus. Bards do feel somewhat unique due to their ability to power skills and magic in battle by chugging booze. There aren't a lot of character choices provided beyond standard fantasy races like humans, elves, dwarves, and the goblin-like trow, and classes like fighters, practitioners (mages), rogues, and bards. Serious customization is hard to come by. If you want to raise your constitution (which functions here as hit points, unlike a more traditional D&D system), for example, you need to put on armor, wield a bonus-granting weapon, or take a skill that gives a corresponding buff. Characters come with just four core stats (strength, constitution, armor class, and intelligence) that can basically only be adjusted with equipment and skills earned when leveling up. Overall, it's a tried-and-true system for a retro RPG experience, especially if you want something basic.īut with that said, Bard's Tale IV is too simplistic. Encountering enemies switches the game over to turn-based combat where you give orders to attack, cast spells, and so forth based on objective and spell points. Movement is handled fluidly with the party being directed as one in real time while exploring. Your group is depicted via portraits in the "party bar" along the bottom eight slots (for the six party-member maximum plus two for summoned allies) on the screen. ![]() This isn't necessarily a bad thing, as the straightforward character development and combat systems are easy to learn. Other shout-outs to RPG history are evident in the core design, which is minimalistic by comparison to modern role-players.
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