#zettel #gaming
sourced from: [[Chrono Cross]]
# Chrono Cross's Combat is Novel for a JRPG because it is deep yet forgiving
I actually find the combat really novel and interesting, especially for a turn-based RPG. The idea that every spell/tech can only be used once per fight and that each tier of spell/tech can only be unlocked through general attacks is a very interesting concept and it forces the player to think about where they place skills on the skill tree, which is unique to each character and grows over the course of the story. Additionally, the ability to run from each fight is appreciated should you back yourself into a corner, thus ensuring that no player will ever be soft-locked. This also really adds to the comfy vibe of the game: every fight can be fled from in the event that the player isn't prepared. The fact that you're allowed to flee even the final boss fight to come back with better preparation without needed to reset the game is very cool and makes the experience very neat.
Compare against how [[Special Attacks being Limited Consumable Items makes me not want to use them unless I have to]]. Here you do consume items, but if you mess up, you can get them all back by leaving the fight.