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Dungeons & Dragons Tactics (PSP, 2007) is one of those games that has a small but passionate fanbase. It was never as polished or beloved as some of the giants of the tactical RPG genre, but for certain players it offers something remarkably rare: a genuine attempt to translate tabletop Dungeons & Dragons into a turn-based strategy game.
Most tactical RPGs borrow fantasy themes from D&D. Dungeons & Dragons Tactics actually uses the rules of D&D 3.5.
You create characters from familiar classes:
You level them up using feats, skills, spells, and multiclassing much like a tabletop campaign.
The result is that your party can become highly customized. A fighter in one player's party may be completely different from another's depending on feat selection and multiclass choices.
Unlike many Japanese tactical RPGs, your characters are not predefined story heroesthey are adventurers you build yourself.
The maps have significant height differences, bridges, ledges, towers, and choke points.
Positioning matters enormously:
The maps often feel more like miniature wargaming terrain than traditional JRPG battlefields.
The game can be brutally difficult.
Enemies often:
Victory often requires careful planning rather than simply grinding levels.
One of its most ambitious features was ad-hoc multiplayer on the PSP.
You could bring custom parties into multiplayer battles, something very few tactical RPGs offered at the time.