STAT DIFFERENTIATION
Posts
Well I'm just saying that all my arguments are in relation to this system, which is where I came up with the "100 HP" idea in the first place. Which doesn't work, but I think it would be cool if it could, especially in an action system where you're trying to control your characters and don't really have time to check "oh wait, who just took that 300 damage... was it one of the girls? Oh yeah, it was, I'd better heal, OH WAIT DURING THIS THOUGHT PROCESS MY ENTIRE TEAM DIED!"
Maybe not that bad, but you get the point. I mean you'd still have HP, it'd just be Def that determines how much damage you take. And the "casters" thing is a little different in my situation, since everyone uses magic. And as for resistance, it's elemental, so if the earth girl gets hit with a wind spell, she's going to get clocked regardless of her general overall resistance. I mean yeah the water girl will probably be able to survive a fire attack better than the fire guy will be able to survive a water attack, but it's still going to hurt.
So I guess the point is that my system is completely nuts and unlike the traditional RPG system and thus I can probably do whatever the hell I want with stats and get away with it. Since what's happening on the field is more important than the whole "attack them until they run out of HP!!" situation, stats are really more of a way of deciding where people will be than anything else.
Still, the whole "how many stats do I need" thing is something to consider. The Way, for example, effectively didn't have a Defense stat and got away with it pretty well, so I'm not just completely making junk up.
Maybe not that bad, but you get the point. I mean you'd still have HP, it'd just be Def that determines how much damage you take. And the "casters" thing is a little different in my situation, since everyone uses magic. And as for resistance, it's elemental, so if the earth girl gets hit with a wind spell, she's going to get clocked regardless of her general overall resistance. I mean yeah the water girl will probably be able to survive a fire attack better than the fire guy will be able to survive a water attack, but it's still going to hurt.
So I guess the point is that my system is completely nuts and unlike the traditional RPG system and thus I can probably do whatever the hell I want with stats and get away with it. Since what's happening on the field is more important than the whole "attack them until they run out of HP!!" situation, stats are really more of a way of deciding where people will be than anything else.
Still, the whole "how many stats do I need" thing is something to consider. The Way, for example, effectively didn't have a Defense stat and got away with it pretty well, so I'm not just completely making junk up.
If The Way did it, it must be good! ::) really though... FFT didn't use defense since armor increased HP. So it can work if the rest of the game is set up for it. Just not in any DBS in any RPGmaker.
author=Jabbo link=topic=1329.msg21640#msg21640 date=1214374541Just because I like the Way doesn't mean I consider it a perfect RPG. I don't want people assuming that I'm some sort of fanatic or something.
The Way, for example, effectively didn't have a Defense stat and got away with it pretty well, so I'm not just completely making junk up.
I think he meant that The Way didn't exactly have a solid gameplay to it. The DBS was too easy since you got full healed after every battle. And the duels? Well, did anyone seriously put alot of thought into fighting them? Pretty much everyone played it for the story, and thought maybe the duels were just something they didn't understand that everyone else did and passed it off as good gameplay.
Though not sure if you're talking about the plunges or DBS.
Though not sure if you're talking about the plunges or DBS.
Well the reasons I really like the Way's gameplay are that I really liked leveling system with notch items and auras and whatnot, there weren't random encounters, and there weren't any obvious places to grind enemies until Ep6 (which I didn't really like as much anyway).
The building XL battle system was also cool, and I actually liked the full heal after every battle/no items setup, because it takes away the feeling of being worn down until you finally die, and that just grates on my nerves.
Difficulty? Yeah it was easy as hell with Hurricane Cut and the Plunge was completely random with virtually no skill involved, but the leveling was cool so I was happy. I mean maybe everyone else really likes to see the traditional setup, but I'm the opposite and generally prefer to see variations instead of the same old grind random encounters until you level games over and over again.
The building XL battle system was also cool, and I actually liked the full heal after every battle/no items setup, because it takes away the feeling of being worn down until you finally die, and that just grates on my nerves.
Difficulty? Yeah it was easy as hell with Hurricane Cut and the Plunge was completely random with virtually no skill involved, but the leveling was cool so I was happy. I mean maybe everyone else really likes to see the traditional setup, but I'm the opposite and generally prefer to see variations instead of the same old grind random encounters until you level games over and over again.
This is a stupid point, but I realized that the attacks that you can use to kill an enemy in less hits usually take the longest because of insane animation time (big spells/summons), when attacking would take more hits but probably take less time. I know you'll get hit more, but it's all about saving time. Man, it's late...















