do people really not like Thracia's core mechanics? in General Fire Emblem Posted Sunday at 04:07 PM · Report reply I might really like Thracia, but some of its mechanics are quite annoying and I do see why people don't like them. Heck, I don't like some of their implementations myself. 22 minutes ago, forsettipatty said: I don't count fog of war as a core mechanic because every GBA game has FoW, hell, even 3 houses has FoW Just because you don't count it as a core mechanic doesn't mean it all of a sudden isn't a core mechanic. The specific way that FoW works in Thracia is unique to it and it alone. All other FEs when implementing it still show you the general shape of the map, meanwhile Thracia is pure black, you have no clue. Thematically, I quite like it. Gameplay-wise it's a pain in the ass and I loathe dealing with it more than any other version of FoW. 26 minutes ago, forsettipatty said: minimum unit deployment limits This is something that only works in Thracia. I'm fine with it (besides trying to draft Thracia with it because it makes drafting a pain), but I couldn't imagine another game in the series using it. Most of Thracia's core mechanics only work when combined, not apart. Sometimes people isolate the mechanics from one another when analyzing, which makes them not work. Think about minimum unit deployment limits in a game like FE7. Since it doesn't have fatigue, you'd just use the same units over again. Plus it actually makes sure that in the examples of maps you've listed that they actually work. Speaking of fatigue, 30 minutes ago, forsettipatty said: fatigue Fatigue needs more ways to work around it. It works, but it's too punishing for certain units while being negligible for others. Either decrease how much staff uses add to the fatigue meter, or increase staff unit hp. I also wish that there were items you could pick up the partially reduced fatigue. S drinks are rare, but if we had those partially reducing items it'd add more strategy. As is now, if you have a unit who's almost fatigued and no S drink, you just use them non-stop for that map because it doesn't matter. If we have like an orange that reduces fatigue by 10, then you have to put more thought into using them if you want to use them for the next map. Again, this is a mechanic that really only works in the system that Thracia has set up. In SoV, the only other game it's featured in, it's so meaningless that I wonder why it was included. The pointless inclusion in SoV has also colored the perception of fatigue into thinking it's not a necessary addition to the games and is overall pointless and lame. 44 minutes ago, forsettipatty said: dismounting 45 minutes ago, forsettipatty said: Not being able to bring cavalry indoors is great, and a good balacing mechanic. it's also realistic because nobody fucking brings horses inside castles dismounted knights typically don't fight with lances, but with swords, since lances are usually a cavalry thing. Not bringing horses indoors is fine, the issue is them being forced to use other weapons. I'd be fine with not being to use lances if there weren't infantry lance enemies basically every map. This absolutely destroys the idea that "lances are usually a cavalry thing", since even with Thracia that isn't true. Also Fire Emblem is inherently unrealistic. You have magic for Christ's sake. Realism is nice and all, but we're not making a war sim, it's a fantasy TRPG. Realism is going to be broken. 51 minutes ago, forsettipatty said: 99 hit cap/single RNG Single/Double RNG is just preference. I think if it were double RNG with the 99 hit cap, more people would be fine with it. Or vice versa, single RNG without the 99 hit cap. People just like the assurance that a 100 hit chance gives them, since everyone's got their 99% miss into enemy 1% crit story. 53 minutes ago, forsettipatty said: It's some of the best balancing mechanics in the series imo. It balances Thracia, but they just wouldn't function as well in other games, absent of each other. As I said, most of them are inherently linked in order to work. As for not being able to reposition your troops, it's bad design because it isn't communicated to the player. When we have no clue where are troops are going to be until we deploy, then we can't plan around that. If the game told you where each troop would go, even that would make the game more strategic. Sure, at that point just allow repositioning, but if you want to keep that aspect there, just tell me where my units are going to be. This is why I consider blind Thracia to be one of the worst experiences in the series, while guided Thracia is one of the best.