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Changed the damage and to hit algorithm in a new project. I don't think I ever had two projects with the same damage or to hit algorithm.

[RMVX ACE] Hanging On Stat/Enemy Stat Help

Your game looks interesting and the numbers is my strongest point when it comes to RPGs. I'm definitely interested.

'Just these four, and leave the rest alone'. A discussion on Players and Parties.

If you have 4 active characters and 8 party members to choose from, you decide who you want to use. If you want to use the same four characters trough the whole game, then do so. If you want to switch them around, then do so. The creator does not have to decide how you should handle your party configuration. All the creator has to do is to ensure there aren't decisions available that will work for a large portion of the game, but then suddenly screw the player over. For example, investing heavily into a character and then the game suddenly removes that character for a long time or even permanently.

The Luck Stat

While it boosts a lot, most of the boosts are useless unless other stats are high as well. A higher hit rate and critical hit rate wont help you much unless you can hit for a decent amount of damage. The defensive boosts will not stop you from dying if your hit points are crap. Luck will be decent here, but only after you already got a good offense and defense from other stats.

Amount of Magic in Fantasy

You could add limited amount of magic to the mix, say only the main character has it and it's use is fairly limited. You will not be able to use it even half the battles, so for the most of the time, the main character has to fight with cold steel like everyone else. But when you do use magic, it's way more powerful than anything you can accomplish with weapons.

It's not uncommon that fantasy books have magic, but for the most of the time, the heroes have to solve their problems with other means.

I was not really intending non magic to have the same effects as magic though. My idea is more on the line to instead create other effects in lieu of the magical effects. For example, no skill that hits multiple targets. Instead of that, we have a lot of skills with both offensive and defensive properties to compensate. Heavy Blow can both deal damage and stun. Blade Storm deals damage and the barrage of cuts make it hard for the enemies to approach, resulting in an evasion increase for the user. Cripple can both weaken an enemy and cause it to bleed. And so on.

Amount of Magic in Fantasy

Personally, if you're going to go with with low magic or no magic, I think it would be more interesting to expand the fighter skills instead of trying to replace magic with science or something else. A multi target debuff would not make much sense for fighters, but it's easy enough to imagine a strike stunning or crippling an enemy. That blow should also deal damage, it makes no sense if you injured an enemy's muscles, but said enemy is still considered uninjured as far as HP goes. So, you may not have a multi target debuff anymore, but instead you get single target debuffs that also deals damage.

Defense can be expanded so that it's less about being tanky and more about different defenses working in different situations. If you're up against a giant, one swing from it will probably hurt a lot even if you have plate armor, but if it's slow and clumsy, a character with high evasion will not get hit. On the other hand, if you're up against a lot of wolves, it's very hard to avoid them when many of them are pouncing you simultaneously, but the wolves will have a hard time biting trough plate. So, armor is good against a massive number of weak blows while evasion is good against strong, but slow, attacks.

What we get then is an RPG that doesn't have magic, but is instead more focused on martial skills.

Replacing Leveling with Different Progression in Established Games

Chrono Cross had an interesting system, or it would if the system had worked as you'd think it does when playing the game.

Every time you win a battle, you can get stat increases. You get them for most battles until you hit a limit and it stops. Usually when you beat a boss, you get a star level which grants you a greater boost in stats than you get from cannon fodder enemies and they unlock the ability to get more stat boosts from winning battles.

You'd think that the star levels would work as a cap for how high the stats could progress, but that's not the case. Instead, the star levels gives you new amount of stats you can gain, overwriting the old amount. If you didn't get all the stats you could get in the previous star level, too bad because they are now lost forever. One consequence of this system is that the main character ends up far more powerful than anyone else. He is the only you must, or even can, always include. At least until new game+.

The system would have been great if it worked in the intuitive way instead.

Sorting Skills/Magic in your RPG

I tend to go with either resource usage or physical vs magic. Granted, if they do use different resources, physical skills usually use different resources than magic anyway.

That said, I think the point with making multiple lists is user friendliness. How many lists you need depends on how many skills a character will have simultaneously. In one of my projects, every character would eventually be able to learn over a hundred of skills, but only eight could be equipped at a time, so only one skill category was needed. Likewise, if a character has a big enough pool of skills, you may need more than two skill lists. I would also suggest ordering the list themselves so that the most used is positioned highest.

As far as listing individual skills goes, I think what often makes the most sense is to list last learned skill highest. Assuming your game uses a Fire/Fira/Firaga type of model, once the player learns Fira, Fire will barely ever be used again, ditto for Firaga vs Fira. In this case it makes the most sense to have Firaga on top and Fire on bottom. If you don't use a model where skills become outdated, then I think sorting them thematically is the best idea. The player has an easiest time finding them then.

What do you love/hate seeing in a game?

Dragon Quarter does not require you to run trough the same content repeatedly just to make progress. All you need to do is to buy a lot of healing items.

Anyway, one of my biggest beefs are when the writer tries to substitute actual writing skills by making the story grimdark and/or complicated. It has pretty much the same effect as a clumsy person trying an advanced acrobatic maneuver would have.

I'm also annoyed by what I call "many voices of one". We have a lot of characters with different personalities, but they all seem to have the same opinion about certain subjects. This is not unexpected since they are written by the same person and it's easy to screw up the giving them their own opinion part, but it still means I'm seeing the writer instead of the characters.

Making Healing Interesting with Multiple Healing Characters

author=slash
In addition, usually you can deal damage without MP, but you can't heal without MP, so MP is better off being used for healing.

Not necessarily. I mentioned earlier that a game doesn't have to be balanced so that healing is the most cost efficient way of spending MP. Let's clarify.

You can deal damage for free, but if you spend MP to deal damage, you will deal more damage than if you pick the free option. Now, since you deal more damage, you kill enemies faster which in turn means they get less turns to deal damage to you. So, spending MP to deal damage means you take less damage.

Now, count the amount of damage you prevented and compare that to how many HP the same amount of MP would have healed you. If the prevented amount of damage exceeds the amount of HP you would have healed, then spending your MP of damage is more cost efficient than saving them for healing.

In all RPGs I've seen, MP costs are balanced so that spending MP on healing is practically always more efficient than spending them on damage. There is however no rule saying it has to be so.