Rance Quest:Game mechanics

Quest System


Quests are listed at the base. As the story progresses, more quests will be avaliable. Also, quests, besides certain storyline ones, may be repeated. After choosing a quest, you proceed to the party selection; then the quest begins.



Some quests cannot be brute forced. Oftenly, special events, which appear as on the example, must be done to advance.



As in Rance 6, there are random monster-encounters, and special battle events. However, Rance Quest's battles have time limits—if you cannot defeat all enemies in time, you will received less EXP. A counter is displayed on the lower right corner, and it will decrease per anyone's action (as in Sengoku Rance); battles end when the counter reaches zero. Presumedly, boss battles will either have no time limit, or will result in game over if you fail to win in time.

Quests are cleared by defeating bosses, reaching the destination, etc. Moreover, clearing a quest will unlock new quests and areas, and will give Charisma Points—explained later



Of course, not all quests involve kicking ass. Some quests are to know your mates better, which Rance prefers to do in bed when beautiful women are involved.

Party Organization and Skill System


After choosing the quest in the previous section, you get to setup your party. Like in the screen above, you get to select a team of 5 as your initial party setup. 3 in the frontline, 2 in the rear. The frontline should consist of tough melee fighters such as Rance, Kenshin etc. The real should ideally consist of archers, healers, mages etc. However defensive units can be placed in either position to provide allies guard from enemy attacks.

Those not selected as part of the initial party stay as reserve and can be swapped in later in-map. For example in this screenshot, Prima, Mahoko, Kenshin, Kouhime and Lia are reserves.



RANCE ATTAAAAAAAAAACK!!! Use your skills to kick some ass in battles! However there's a little catch as far as that goes... The number of times any given skill can be used by a character in a dungeon is limited. Once you use a skill for the allowed no. of times, it can't be used anymore until you get out of the dungeon and again take on another quest.



What's worse is that basic normal attacks are also no exceptions, they too can be used only a limited no. of times per mission (of course, more times than special moves but still limited). This means there's a potential chance of completely running out of all actions completely, thus becoming...



... unable to act at all. Simply put, such a character is nothing but a sitting duck and will need to be swapped immediately (unless that person is the only remaining meatshield in your party and you badly need to guard your rear units as they still have some gas left). Characters unable to act will be marked with the text "行動不可" as shown above.

The game will have provisions so that you can upgrade the no. of times you can use a given skill (perhaps with skill points/H-ing/specific ADV events etc.).



And swapping is where the reserve characters come in. They need to be dragged to the slot of the character you want to replace (in the screenshot, Mahoko replaces Megadeath). This helps you last longer in dungeons, not unlike in Rance 6.



As you may have noticed, the counter to the lower right went down after the swap. That's the no. of times you're allowed to swap a character in the currently ongoing quest; after that no swapping allowed. The no. of times you can swap party members is governed by your Charisma level, which is gained by getting charisma points, which in turn, are gained by completing quests successfully as shown in the previous section.

It may be noted that if all your characters run out of all their actions (or there are reserves waiting but your swapping permission counter is 0), your quest will INEVITABLY FAIL, so keep an eye on your move reserves.

(More Sections Coming Soon)
(Space for next batch of system description from AliceSoft)