Board Thread:General Discussion/@comment-26463535-20150614033930/@comment-26463535-20150707232946

LiveandSound wrote: Would work, if the combat became more active, had more open spaces, and most importantly, not have that horrible argument system. (Seriously, who designs discussions of anything to be solved through verbal rock-paper-scissors?). The first two are good points. RWBY combat is more active than the combat system they have, but that might just be the difference between turn-based and real time. Well, it would be nice if there was the possibility to completely explore Remnant in the game, which would definitely have open spaces where the Grimn are the most secure as well as in the farmlands of the kingdoms/ outlanders.

Though how would you suggest the argument system would go then? People with different personalites will sometimes want to do different things. You could just have it so that the team leader's decision goes, but what if you're not the team leader at the time and the personality you've set for him while not playing him causes him to do something that you didn't want him to do? Or if the team leader's not around/ you don't have a team leader always wins system and the arguers are equal in their charisma/ leadership/ other traits that increase the character's chance to win an argument, how should it be resolved then? What mechanic would you suggest?