STRONGER VERSION OF SKILLS; IS IT NECESSARY?
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Starting from Final Fantasy to all the goddamn RpgMaker-made-games I saw (god, I only played Italian games, but 't was only an example), I saw a thing: Skills have a fuckin' stronger form.
E.g.: Thunder. Uh, cool, a Thunder-Spell.
... Thundaga. Uh, a stronger version!
So Thunder'll be forgotten.
But... the characters have got a Magical Attack, Wisdom or whatever? So, WHY there are skills equal to each other, even if they deal more damage?
By working well, isn't possible to make only ONE SKILL per category, and STAHP?
Or am I writing nonsense sentences? Mboh.
E.g.: Thunder. Uh, cool, a Thunder-Spell.
... Thundaga. Uh, a stronger version!
So Thunder'll be forgotten.
But... the characters have got a Magical Attack, Wisdom or whatever? So, WHY there are skills equal to each other, even if they deal more damage?
By working well, isn't possible to make only ONE SKILL per category, and STAHP?
Or am I writing nonsense sentences? Mboh.
In a well-designed game, it shouldn't be necessary. You could even have the magic in question act as a class of magic, and the final spell is determined by the game just before casting the spell.
I believe Unlimited SaGa did something like this... selecting a technique, and it would come out differently based on how strong the player's character was.
I believe Unlimited SaGa did something like this... selecting a technique, and it would come out differently based on how strong the player's character was.
You could also add stronger skills with different traits that make them more situational/risky, as the following example in Pokémon:
Thunderbolt
Type: Electric
15 PP
90 Base Power
100% Accuracy
10% chance to paralyse the target.
vs
Thunder
Type: Electric
10 PP
110 Base Power
70% Accuracy
30% chance to paralyse the target. Hits targets using Fly, Bounce or Sky Drop. Never misses in rain. 50% accuracy in the sun.
An example where the stronger skill is not desirable for consistent damage, but in the right situations (it's raining or the foe is flying), Thunder is more useful than Thunderbolt.
Thunderbolt
Type: Electric
15 PP
90 Base Power
100% Accuracy
10% chance to paralyse the target.
vs
Thunder
Type: Electric
10 PP
110 Base Power
70% Accuracy
30% chance to paralyse the target. Hits targets using Fly, Bounce or Sky Drop. Never misses in rain. 50% accuracy in the sun.
An example where the stronger skill is not desirable for consistent damage, but in the right situations (it's raining or the foe is flying), Thunder is more useful than Thunderbolt.
You make a good point, and whether to include different ranks of the same skill is something that should be considered carefully, rather than just thrown in as a standard feature.
I suppose it's done as a cheap way to give a feeling of progression and reward; you're given the next level of a spell and you can suddenly do more damage and possibly see a new spell animation. You're not supposed to look beneath the surface and realise that you've just basically been given the same spell you already have.
It does have its uses, though. It's a way to control the progression of the player's power, and it gives them the option of casting a lower-ranked spell of the same type in order to spend less magic, when they don't need to do high damage.
I think it's not necessarily a bad thing in itself, but the challenge is to keep the earlier spell relevant. In most games, are you really going to cast Bolt instead of Bolt 3 unless you're running low on MP? If you can balance the game so that Bolt 1 still has significant strategic use, then you're providing tactical options.
Personally, I like the idea of a system in which you can choose how much MP (or whatever resource) you spend on a spell, and thus how damage it will do.
I suppose it's done as a cheap way to give a feeling of progression and reward; you're given the next level of a spell and you can suddenly do more damage and possibly see a new spell animation. You're not supposed to look beneath the surface and realise that you've just basically been given the same spell you already have.
It does have its uses, though. It's a way to control the progression of the player's power, and it gives them the option of casting a lower-ranked spell of the same type in order to spend less magic, when they don't need to do high damage.
I think it's not necessarily a bad thing in itself, but the challenge is to keep the earlier spell relevant. In most games, are you really going to cast Bolt instead of Bolt 3 unless you're running low on MP? If you can balance the game so that Bolt 1 still has significant strategic use, then you're providing tactical options.
Personally, I like the idea of a system in which you can choose how much MP (or whatever resource) you spend on a spell, and thus how damage it will do.
This is where I mention the Might and Magic series. Before the sixth iteration, damage-based spells were either a flat number, or deal a range of damage "per level of caster". Intelligence and/or Personality had no bearing on anything, outside of giving a modifier to the amount of MP the caster gained each level. After the sixth iteration, damage-based spells were dependent on a skill's "value level" (for lack of a better term). Again, Intelligence/Personality had no bearing on how much damage a caster could do. They only modified how much MP the caster got each level.
Then there's the Shin Megami Tensei - Persona series. I'm only really familiar with the fourth entry, but, Persona can only carry 8 skills. When they acquire a new skill when they get to this point, players choose what skill they want to drop (including the one they are about to learn). So, if your list includes a single-target spell that deals "weak" damage, and you're looking at a single-target spell that deals "severe" damage...
Then there's the Shin Megami Tensei - Persona series. I'm only really familiar with the fourth entry, but, Persona can only carry 8 skills. When they acquire a new skill when they get to this point, players choose what skill they want to drop (including the one they are about to learn). So, if your list includes a single-target spell that deals "weak" damage, and you're looking at a single-target spell that deals "severe" damage...
Final Fantasy and Dragon Quest did this when they adapted from D&D.
If you reverse the adaption, perhaps you can understand what they were thinking...
I`m unfamiliar with Dragon Quest, but in FF1, all spells dealt damage from a fixed range, and intelligence served no purpose whatsoever. That`s why they have such spells, because intelligence was pretty much useless.
D&D had a huge spell list with things like "hold portal", "erase", etc, that were kicked out when jrpg was born... All that was left is what you can see, and as far as I know spells in D&D, except for their very specific side effects, are pretty much tiered xD
If you reverse the adaption, perhaps you can understand what they were thinking...
I`m unfamiliar with Dragon Quest, but in FF1, all spells dealt damage from a fixed range, and intelligence served no purpose whatsoever. That`s why they have such spells, because intelligence was pretty much useless.
D&D had a huge spell list with things like "hold portal", "erase", etc, that were kicked out when jrpg was born... All that was left is what you can see, and as far as I know spells in D&D, except for their very specific side effects, are pretty much tiered xD
It is a difficult issue. Usually, single/multiple targets are also upgrades for the spells (not only power itself) or side effects.
It also depends on the strategy of the battle. Chrono Trigger is a good example of that. Say, there were enemies that only reacted to certain magic so even having the big-destroy-all magic, you had to use the "weak" single target. Just to give an example. Chrono Cross, and the stamina issue; FFVIII and the junction powers. It's more about strategy than anything else.
In RM it may not be easy to make an intelliget system, like Zachary_Braun said
I've been facing that issue, trying to make spell upgrade (in my current project) has some kind of sense, even using only normal-not-programming tools. I suppose it is part of the challenges in game making if you want to break the pot.
It also depends on the strategy of the battle. Chrono Trigger is a good example of that. Say, there were enemies that only reacted to certain magic so even having the big-destroy-all magic, you had to use the "weak" single target. Just to give an example. Chrono Cross, and the stamina issue; FFVIII and the junction powers. It's more about strategy than anything else.
In RM it may not be easy to make an intelliget system, like Zachary_Braun said
author=Zachary_Braun
You could even have the magic in question act as a class of magic, and the final spell is determined by the game just before casting the spell.
I've been facing that issue, trying to make spell upgrade (in my current project) has some kind of sense, even using only normal-not-programming tools. I suppose it is part of the challenges in game making if you want to break the pot.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's sometimes a balance thing. In Final Fantasy games, you get stronger spells to match the fact that physical characters get stronger weapons - spell power and weapon power have similar-ish effects in the damage formula.
Of course, you could easily change the damage formula to not work like that. Or even just make weapons that give magic power.
More often I see it used as a way to give the player a feeling of progression. It feels nice to get new stuff, right? It makes you feel like you're getting stronger, moreso than if you just got better stats. But a lot of designers aren't clever enough to be able to legitimately create 20 useful skills, so instead they just make 7 useful skills, and then give each of them two upgraded versions. It's kind of a copout, but it's better than trying to spread 7 skills out over 40 hours, which will either result in having no skills for the first half of the game or getting nothing new for the second half of the game.
Or sometimes skill tiers are used as a way to make sure the player has to obtain new stuff. For example, I helped on a game with 8 tiers of skills, which is a LOT. But the reason for this was because the player was supposed to be collecting new monster souls from the monsters in each dungeon, and each of those souls taught several skills. If there were no upgrades to older skills, very few of the skills from monsters would be useful to you. So the skill upgrades were added as a way to make the souls be more useful. Obtaining a complete set of new souls would let you upgrade all your skills to do about 50% more damage.
I'm sure there are other uses, I'd be interested to hear why other people have included them.
Of course, you could easily change the damage formula to not work like that. Or even just make weapons that give magic power.
More often I see it used as a way to give the player a feeling of progression. It feels nice to get new stuff, right? It makes you feel like you're getting stronger, moreso than if you just got better stats. But a lot of designers aren't clever enough to be able to legitimately create 20 useful skills, so instead they just make 7 useful skills, and then give each of them two upgraded versions. It's kind of a copout, but it's better than trying to spread 7 skills out over 40 hours, which will either result in having no skills for the first half of the game or getting nothing new for the second half of the game.
Or sometimes skill tiers are used as a way to make sure the player has to obtain new stuff. For example, I helped on a game with 8 tiers of skills, which is a LOT. But the reason for this was because the player was supposed to be collecting new monster souls from the monsters in each dungeon, and each of those souls taught several skills. If there were no upgrades to older skills, very few of the skills from monsters would be useful to you. So the skill upgrades were added as a way to make the souls be more useful. Obtaining a complete set of new souls would let you upgrade all your skills to do about 50% more damage.
I'm sure there are other uses, I'd be interested to hear why other people have included them.
Having stronger versions can either be a necessity or it isn't. I really depends on how you want the overall progression of power you want your characters to have.
Most RPGs are about leveling up to become stronger/better/faster than your early game iteration, so naturally, you'd get spells that deal more damage to bring it in line with the power of your enemies, rending your older spells obsolete.
If you want to work around this, you can have the damage of skills scale more closely to the party's stats, as oppose to relying on flat amounts or lack of influence from the party's direct stats. You could also use percentages in its calculations to keep the skills more consistently useful throughout the game.
Another thing, why go with the standard "elemental spells" that do nothing but different types of magic damage? Your weaker "early spells" could also have secondary effects, like a thunder skill which does low damage, but has a higher chance of paralyzing an enemy compared to a higher-damage skill which focuses more on raw power? Get creative! :)
Most RPGs are about leveling up to become stronger/better/faster than your early game iteration, so naturally, you'd get spells that deal more damage to bring it in line with the power of your enemies, rending your older spells obsolete.
If you want to work around this, you can have the damage of skills scale more closely to the party's stats, as oppose to relying on flat amounts or lack of influence from the party's direct stats. You could also use percentages in its calculations to keep the skills more consistently useful throughout the game.
Another thing, why go with the standard "elemental spells" that do nothing but different types of magic damage? Your weaker "early spells" could also have secondary effects, like a thunder skill which does low damage, but has a higher chance of paralyzing an enemy compared to a higher-damage skill which focuses more on raw power? Get creative! :)
Another option to work around it would be to have:
Against weaker enemies, the third spell would barely be any better than the Basic spell, but against stronger enemies with high resistance, it could end up being more powerful than the Better spell. While it still gives you multiple spell levels, it at least makes them different and do something besides "be a stronger Fire spell". Of course, one of the issues with Final Fantasy was having stronger versions of useless skills. Nobody used Blind or Poison, but some of the later games gave us the gloriously awful stronger versions of Blind and Poison for no reason.
In summary, as long as the next tier of a spell is either more useful or has a decent side effect, then I don't really think it's that much of an issue. After all, it's hard to scale a spell without making the game cater to the class or character that uses that spell. Making it based off of the character's magic stat can only help it for so long, until it eventually becomes useless. The higher base power of later-game spells is what makes them necessary.
- Basic Fire Spell
- Better Fire Spell
- Fire Spell That Is Only As Strong As Basic Fire Spell But Ignores Resistance
Against weaker enemies, the third spell would barely be any better than the Basic spell, but against stronger enemies with high resistance, it could end up being more powerful than the Better spell. While it still gives you multiple spell levels, it at least makes them different and do something besides "be a stronger Fire spell". Of course, one of the issues with Final Fantasy was having stronger versions of useless skills. Nobody used Blind or Poison, but some of the later games gave us the gloriously awful stronger versions of Blind and Poison for no reason.
In summary, as long as the next tier of a spell is either more useful or has a decent side effect, then I don't really think it's that much of an issue. After all, it's hard to scale a spell without making the game cater to the class or character that uses that spell. Making it based off of the character's magic stat can only help it for so long, until it eventually becomes useless. The higher base power of later-game spells is what makes them necessary.
Another thing I see from time to time, is that as your character gets stronger, rather than adding new, stronger skills, the old skills have growth and evolution.
Of course, as an old DM, in D & D you had spell levels but not higher versions of lower spells. Chromatic Orb: This is a level one spell that creates 1 d4 basic damage and an additional effect. For each level your character gains, Chromatic Orb gets stronger, level 2 is 2 d4 damage, level 3 3d4 level 4 4d4 and so on, and the additional effect changes, up to about 12 levels. You don't get a new spell. The old one evolves.
This is how Baldur's Gate did spell increase with level change.
Of course, as an old DM, in D & D you had spell levels but not higher versions of lower spells. Chromatic Orb: This is a level one spell that creates 1 d4 basic damage and an additional effect. For each level your character gains, Chromatic Orb gets stronger, level 2 is 2 d4 damage, level 3 3d4 level 4 4d4 and so on, and the additional effect changes, up to about 12 levels. You don't get a new spell. The old one evolves.
This is how Baldur's Gate did spell increase with level change.
One implementation I liked in Lunar 2: Eternal Blue (the playstation version, I don't know if this was in the original,) was that rather than learning more powerful versions of your old skills, certain skills would be replaced by more powerful versions of themselves at certain levels.
You may be able to get most of the gameplay effect of stronger skills through stat progression, but a lot of players will feel satisfaction and enjoyment on the occasions where their characters gain some sudden, marked increase in ability, rather than the gradual incline which can tend to fade into the background. That, and they'll tend to feel cheated if they keep getting the same attack animation for the whole game.
One gameplay effect of stronger skills which can be rather significant depending on your combat system though, is increased MP cost. If your characters' MP is gradually going up over time, but the cost per use of each skill stays the same, then over time they'll become able to use those skills many times more without regenerating MP. If you gain some skill early in the game that's a powered-up version of your physical attack, but you can only use it a limited number of times, you'll have to use it strategically, but if, by late in the game, you have enough MP to spam it nonstop, then it's effectively become your basic attack. It's no longer filling the role of a powerful attack that can only be used conservatively, so it can be handy to have some other skill step in to fill that space.
You may be able to get most of the gameplay effect of stronger skills through stat progression, but a lot of players will feel satisfaction and enjoyment on the occasions where their characters gain some sudden, marked increase in ability, rather than the gradual incline which can tend to fade into the background. That, and they'll tend to feel cheated if they keep getting the same attack animation for the whole game.
One gameplay effect of stronger skills which can be rather significant depending on your combat system though, is increased MP cost. If your characters' MP is gradually going up over time, but the cost per use of each skill stays the same, then over time they'll become able to use those skills many times more without regenerating MP. If you gain some skill early in the game that's a powered-up version of your physical attack, but you can only use it a limited number of times, you'll have to use it strategically, but if, by late in the game, you have enough MP to spam it nonstop, then it's effectively become your basic attack. It's no longer filling the role of a powerful attack that can only be used conservatively, so it can be handy to have some other skill step in to fill that space.
Stronger versions of skills are not necessary, but they can have the advantage of making the player feel stronger. There are a lot of reasons you'd want to do that for example if you want shops to sell new spells and you want to give the player a reason to keep buying new ones despite already having a spell for each element.
Then there is another reason and that is strategy and battle balance. In some games the weaker spells are significantly cheapter in MP costs, double damage means quadruple MP costs for example. So a mage can use weaker spells on normal enemies and it feels less forced to keep all MP until the boss battle. Better than the mage doing 1 HP damage physical attacks until you reach the boss.
What I like to do is to make each spell kind of unique by adding bonus effects to it. Like instead of having spells for elemental damage and spells for status changes, you combine both. So you additional to your basic fire damage spell you also have one that causes the burning status at the same time. You also have an electric-elemental spell that causes blind at the same time. And maybe a ice spell that slows the enemy down. If even more strategy is needed stat changes can also be added. Like if you freeze an enemy if he gets hit by a physical attack afterwards he will take double damage but a fire spell will hardly damage him as the ice works as heat protection. And then I add another skill that is particularly useful on frozen enemies. And so on.
Then there is another reason and that is strategy and battle balance. In some games the weaker spells are significantly cheapter in MP costs, double damage means quadruple MP costs for example. So a mage can use weaker spells on normal enemies and it feels less forced to keep all MP until the boss battle. Better than the mage doing 1 HP damage physical attacks until you reach the boss.
What I like to do is to make each spell kind of unique by adding bonus effects to it. Like instead of having spells for elemental damage and spells for status changes, you combine both. So you additional to your basic fire damage spell you also have one that causes the burning status at the same time. You also have an electric-elemental spell that causes blind at the same time. And maybe a ice spell that slows the enemy down. If even more strategy is needed stat changes can also be added. Like if you freeze an enemy if he gets hit by a physical attack afterwards he will take double damage but a fire spell will hardly damage him as the ice works as heat protection. And then I add another skill that is particularly useful on frozen enemies. And so on.
It's important to keep in mind that just because a spell becomes obsolete doesn't mean it has no purpose. Going back to the Pokémon example, look at how Thunderbolt compares to its lower counterpart, Thunder Shock. It's definitevly better in every way; more damage, perfect accuracy, still a chance to paralyze. But if Thunder Shock was removed just because Thunderbolt overshadowed it, the game would lose its balance. Thunder Shock is for lower level electric types; they would be overpowered if they started with Thunderbolt. So they have Thunder Shock for a while until they're strong enough to upgrade, and that sets the pace of the game.
It's good to have variety and spells that remain useful throughout the game, but don't feel bad if some outlive their usefulness. They have their place earlier in the game, and they serve their purpose until better spells become available.
It's good to have variety and spells that remain useful throughout the game, but don't feel bad if some outlive their usefulness. They have their place earlier in the game, and they serve their purpose until better spells become available.
author=Ratty524
Another thing, why go with the standard "elemental spells" that do nothing but different types of magic damage? Your weaker "early spells" could also have secondary effects, like a thunder skill which does low damage, but has a higher chance of paralyzing an enemy compared to a higher-damage skill which focuses more on raw power? Get creative! :)
Make them functional before you get creative. An underpowered creative skill will not be used and an overpowered creative skill will obsolete several other options available, just like generic skills will.
Anyway, you can do either way when it comes to whether or not you have multiple tiers of spells. However, a common approach is to make some skills tiered and other skills nicely scale up all the way to the endgame. More precisely, attack skills and healing spells have multiple versions, while other skills such as status effects and buffs, remains as useful or useless regardless of where you are. For example, a fireball that deals 100 points of damage will be more useful when enemies only have 200 hp than it will later when they have 500 hp, while a spell that increased defense with 50% will scale up in power as the characters gain more defense and that way remain useful.
This wrecks the mp system. The skills that remain useful will either be too expensive at the beginning of the game or too cheap at endgame. I try to make either all skills require an upgrade or no skills does. There are other options though. You can provide stronger versions for attack and healing skills, but give the upgraded versions the same cost as the lower tiered ones. Or you can use the most common method which is to say "screw it" and just throw in ethers, thus making the mp cost matter less and therefore obsoleting the issue off balancing it.
The other factor to aid in balancing more powerful versions of the same spell is their relative costs. By that I mean damage per MP point consumed. A lower version spell should have a better ratio. that way there is still incentive to use them even late game (and the decision becomes "Do I want to spend more MP or more turns to deal X damage?")
My personal idea with the subject is thus: if the spell is more powerful, have it hit just a single foe. If it's weaker, have it hit many foes. For instance, in Super Mario RPG, Mallow's Thunderbolt is his first Special. However, later on her learns Shocker, a stronger version that only hits a single target.
Up until you get Star Rain, his ultimate power, if you wanna do lightning damage, then it becomes a tactical choice. Do you zap all enemies for less, or smite one enemy for more? To go off on a tangent, I also like the FP system of SMRPG and Paper Mario -- sure, you can blast enemies with spells, but as each hero shares the same magic points, would it be better to use a melee attack?
One other thought that comes to mind is also using a system akin to either D&D/Wizardry or Dark Souls/Pokemon -- have either levels of spell power, or each spell having its own MP level, respectively. Weaker spells could have more uses "per day", while stronger ones can be used less than them.
Last thought -- if you want a low-tier, single-target spell, maybe give it a chance for a status ailment or other debuff? Maybe something that chains into other abilities, such as a fire bolt that ingites enemies, making them take slip damage and lowering their Fire resistance? Thus, you could then follow up with a party-burning fireball, or even burn the weakened foe to ashes with a fire tornado or something.
EDIT: Looking at Halibabica's post, I concur -- a weaker spell made obsolete isn't necessarily useless. I have a habit of buying a crap-ton of weaker potions so, outside of battle, I can heal my team to full HP after a rough battle by having them chug potion after potion. This also applies to characters with plenty of MP and a weak healing spell. Just cast Cure en masse outside of combat, and save Cura and Curaga for battles where bigger application of healing matter.
Up until you get Star Rain, his ultimate power, if you wanna do lightning damage, then it becomes a tactical choice. Do you zap all enemies for less, or smite one enemy for more? To go off on a tangent, I also like the FP system of SMRPG and Paper Mario -- sure, you can blast enemies with spells, but as each hero shares the same magic points, would it be better to use a melee attack?
One other thought that comes to mind is also using a system akin to either D&D/Wizardry or Dark Souls/Pokemon -- have either levels of spell power, or each spell having its own MP level, respectively. Weaker spells could have more uses "per day", while stronger ones can be used less than them.
Last thought -- if you want a low-tier, single-target spell, maybe give it a chance for a status ailment or other debuff? Maybe something that chains into other abilities, such as a fire bolt that ingites enemies, making them take slip damage and lowering their Fire resistance? Thus, you could then follow up with a party-burning fireball, or even burn the weakened foe to ashes with a fire tornado or something.
EDIT: Looking at Halibabica's post, I concur -- a weaker spell made obsolete isn't necessarily useless. I have a habit of buying a crap-ton of weaker potions so, outside of battle, I can heal my team to full HP after a rough battle by having them chug potion after potion. This also applies to characters with plenty of MP and a weak healing spell. Just cast Cure en masse outside of combat, and save Cura and Curaga for battles where bigger application of healing matter.
I would advice against giving skills a low chance to inflict something. In my experience, a low chance to inflict something causes the skill to be treated as if it had zero chance. If the lightning skill has a 30% chance to paralyze, I must assume it fails to paralyze the enemy and plan accordingly.
In some situations you can just tone down the effects inflicted. For example, instead of 25% chance to lower strength by 40%, you can make it 100% to lower strength by 10%. This let's the player decide whether or not there are enemies who seem to be able to just barely kill a character in X blows and would need X+1 blows with just a little adjustment. 25% chance of making the enemy require 2X blows is rarely a good gamble.
This does not work in all cases though. Changing a 25% chance to inflict blind, which makes the enemy miss 75% of the time, to 100% chance to inflict blur, which makes the enemy miss 20% of the time, solves nothing. Instead of whether or not the status effect hits being left up to chance, now you instead left whether or not the status effect will even make a difference up to chance.
Analyse your gimmicks carefully. Whenever the player has to choose between X or Y, by default one of X or Y will be the obvious superior choice almost all the time. Any though you want the player to put into the choice will take ten times as much thought from your side.
In some situations you can just tone down the effects inflicted. For example, instead of 25% chance to lower strength by 40%, you can make it 100% to lower strength by 10%. This let's the player decide whether or not there are enemies who seem to be able to just barely kill a character in X blows and would need X+1 blows with just a little adjustment. 25% chance of making the enemy require 2X blows is rarely a good gamble.
This does not work in all cases though. Changing a 25% chance to inflict blind, which makes the enemy miss 75% of the time, to 100% chance to inflict blur, which makes the enemy miss 20% of the time, solves nothing. Instead of whether or not the status effect hits being left up to chance, now you instead left whether or not the status effect will even make a difference up to chance.
Analyse your gimmicks carefully. Whenever the player has to choose between X or Y, by default one of X or Y will be the obvious superior choice almost all the time. Any though you want the player to put into the choice will take ten times as much thought from your side.
author=Crystalgate
I would advice against giving skills a low chance to inflict something. In my experience, a low chance to inflict something causes the skill to be treated as if it had zero chance. If the lightning skill has a 30% chance to paralyze, I must assume it fails to paralyze the enemy and plan accordingly.
This is often, but not always the case. I'm currently playing a game (will have a review when I'm done) where, at the point I'm at now, I have a skill with a chance of paralyzing an enemy, and a weapon which also has a chance of doing so. Even if neither one constitutes a majority chance, the two of them together do, and while fighting a powerful enemy, it's possible for me to prevent it from attacking most turns by using the skill and the weapon in concert between two characters.
These kinds of setups, where a chance of inflicting a status effect makes a significant impact on your strategy, are easy to arrange in principle, where they have a marked effect on your expected result averaged over several turns, but in practice, most games avoid situations where this would be useful; more often than not the battles where you have to make meaningful choices about your expectations several turns ahead are ones where status effects don't work anyway.
My stance on this is: Make it 100% (unless the enemy is resistant) or at least 50%. As long as the success chance is higher than the fail chance it still seems to be worth trying.
Those "25% chance for instant death" spells are dumb. But "100% chance for instant death if the target has less than 50% HP left" works just fine.
Those "25% chance for instant death" spells are dumb. But "100% chance for instant death if the target has less than 50% HP left" works just fine.




















