Turn based RPGs have had years of existence; there are one character RPGs, like Diablo, Ever Quest, and Party RPGs like the Final Fantasies, Earth Bound and so on. In Party RPGs, most of the times (if not always) there is one character in particular who is, at least, a bit more important to the game's plot than the rest (cough Cloud), the Lead Character. What I'm about to propose is to modify the regular combat system rules to create one where the Leader's presence is what really matters; a turn based combat system I call RUSH.
To explain Rush, lets take the old Combat Queue out of the equation, and the party's size, is not importat at the moment. The fight begins and its the player's turn, there is no need to select the Leader since its traits and chance made it act first, and its going to be facing one of its Foes; both parties will be ignore at the moment, so imagine them busy with each other or running around the battlefield. The UI for selecting actions appears, the player makes its choice and it is executed at once, with no waiting nor need to know what the rest of the cast will do, the player just needs to focus on making that ability play out the best way possible.
If successful then the Leader has the chance to use another ability, repeat the same one, or even let a different party member into action, over and over again, even if the Foe is downed; however, every time an action is played, the following ones get harder and harder to perform, until the player makes a bad roll and the ability is played out poorly, allowing the defending Foe to start its turn, if any is still available.
|Rush attack successful and will continue...|
|The Follow up!, a second action that can go on and on...|
|Who will Rush whom this time..|
Thanks Pityu777 for the art!