Turn-based battles for a MMORPG... but not boring?

Question

Hi everyone,

I'm working on an indie turn-based MMORPG that was greatly inspired by Dofus (Retro) and Wakfu.

I wanted to try a different approach by using a static, gridless battle system similar to FFX, Pokémon, or more recently, Expedition 33: Clair Obscur.

In my opinion, although grid-based battles involve more strategy and add a layer of depth, they also make the pace slower, which is painful in an MMO (especially with up to 8 players).

However, I'm afraid that "simpler" turn-based battles will be somewhat boring, leading players to only repeat the same skills (we could argue that it's no different than Dofus or Wakfu, though...). I currently implemented an AP system because I'm used to it: every player gets 6 AP, which fully regenerates at the end of every turn unless there's a debuff.

Do you have any thoughts on how to make this "not boring"? If it currently is in your opinion, what kind of mechanics would you like to see instead? I thought about emphasizing on the skill synergies to add a layer of depth.

Thanks a lot for your help!

Posted Mar 1, 2026, 2:29 PM UTC

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