HOW DO YOU DIFFERENTIATE YOUR CHARACTERS?

Posts

Pages: first prev 12 last
Personally their characterisation plays into how I handle their battle abilities. If someone is timid outside of battle, they're going to be timid inside of battle (unless their shtick is being a berserker-type who goes wild).

Abilities are one way of doing this, yes, but don't underestimate passive abilities in battle to help differentiate IN ADDITION TO their skills. For a quick example, say the lower someone's HP gets, the higher their attack power. You're going to want to get their health down a bit, so perhaps a cover-type ability or attention-drawing one would help them lose that health. Give someone else a regen-type skill so that they can help keep HP-loser alive a bit longer - a small boost to their HP over time.

Consider combinations of skills and how they will work together. Like I mentioned above, give at least some skills to each person which will work together with other characters 'shticks' and skillsets to create strategies. If you have someone who can use low-tier elemental magics, then having someone who can boost their damage output is a great idea, but you can also have someone else who debuffs the magical protections of the enemy, and someone else who can combine their own spells with the spells of the elementalist to perhaps create a whole new spell. That's three different people who can prop up another person in battle, but also two people who can be affected by what the buffer-types can do.


I also like assigning different elements to different people and making their skills based on those elements. Someone might be fire/bow and thus use flaming arrow attacks or do explosive damage. Someone else might have earth/staff and use magical attacks and buffs.
IMO the best way to handle this is to have all characters be viable, but create situations in which each of them are more useful than others.

For example, a healer with powerful single-target burst heals would work best in defeating a boss that deals heavy single-target burst damage. Heals-over-time would still work, but obviously you'd be a lot better with that bursty healer.

Additionally, if you had an area with large enemy groups, a damage dealer that deals strong single-target damage would not be nearly as effective as someone that deals moderate group damage. However, if the boss at the end of the area was solo, you'd want to bring the former back into the party.

Basically, when designing multiple characters that can fill the same role, you want to create situations where these characters can excel, without making them useless in other situations.
I'm loving the examples in this thread. Especially the detailed ones by LockeZ and Craze. I'm greedy and demand more.

Here's a shot at some general guidelines:

Different resources
In terms of what characters spend to act, and how they obtain that resource. Looking at LockeZ's example, his ninjas spend shadows to act and gain them by evading, while a thief must actively steal to gain their spendable resource. They are more than just different names for MP.

Different forms a damage
And I don't mean fire vs ice damage. Think about damage styles that are different on a mechanical level. Direct single target damage, weaker damage to all foes, indirect damage through poison or by reducing enemy defense so allies do more.

Let me steal an example from my own game, Notes From Province. Two skills; the first attacks 4 times for 25% damage, while the second attacks once for 100% damage. In isolation, it's the same skill, but start adding some context and they behave very different. Picture an enemy who deals a retaliation attack every time they take damage or a defensive enemy who never takes more than 1 damage from an attack. If I stumble across a piece of equipment that grants a bonus on critical hits, I'm going to give it to the character with the 4x skill because he's much more likely to land a crit. Or what if you're up against LockeZ's ninja? Now the character with the 4x attack is a liability, because he's more likely to give the ninja evades + shadows.

Actually, writing that examples reminds of possibly the most important guideline,
Enemies that make the differences matter
Personally, I don't give my characters such clean roles. Often my characters are between two of those four roles and may even dabble slightly in a third. That said, that's clearly not what OP is going for.

Even if you give them specific roles, you can still let them dabble a bit outside of their main roles. For example, one of the tanks could be a paladin who can use Laying on Hands, a healing skill. LoH would let the paladin play healer, but you could give it a limitation like only one use every five turns.

There are also methods to be used for characters who are 100% stuck in their roles. If we compare two physical damage dealers, you can make one a more typical fighter clad in metal and another a dual wielding rogue type. The rogue could get two attacks per attack command, but have a much lower attack. Assuming a subtraction based defense, the rogue is more affected by enemy armor than the fighter is. The rogue would have less durability overall, but could have a move that temporarily greatly raises evasion. Finally, the fighter could have some stun moves while the rogue could have access to other status effects like poison and blindness. One idea would be to not give the rogue strong status effects like paralyze, only effects that are weaker than a stun, but lasts multiple turns instead of one.

Largely, what you can do depends on what you allow yourself to do. The more rigid you want your characters stuck in a particular role, the harder it will be to differentiate them.
Give them different roles or mechanics.

I tend to favor smaller parties myself (12 sounds very excessive), so it's easier for me, but...

It really depends on how complex your combat system is. Perhaps each DPS can specialise in different kinds of damage (slice, bash, stab), or they could have a variety of target ranges, or just plain different mechanics.

For example, in one game I have, everyone's roles are kinda mushed together. The hero is obviously a Support, but the "medic" is also a reliable Damage dealer who is good at debuffs and interfering with the enemy. The hunter deals in precision damage and some minor enemy lockdown, and either damages and softens up all enemies with an advanced skill, or buffs himself to "glass cannon" kinds of levels to do a guaranteed Crit. The assassin is more of a slower boil, manly focused on prepping enemies by reducing their evasion while damaging them, and can then attack all enemies with an advanced skill while doing bonus damage to enemies she marked with the no-evasion-status.

For another example, I have a game where each character has a different gameplay style. The heroine is a jill-of-all-trades who can passively support the party while doing high damage every other turn (her damage skills stun her as she "reloads"), and the main physical DPS works on a combo system, where attacking with one category of skills (say, punches) makes the enemy weak to another type (kicks), leading the player to decide whether they want higher damage by following the combo, or whether secondary effects of the skill are more important.

As for healers, there's a ton of ways you can play with them. Spike healers, healers who heal over time, healers who heal by cancelling buffs, healers to apply-healing-counterattack states, healers who heal passively just by being around, healers who are also tanks/DPS etc.
Starting to toy around with some of the ideas listed in this topic, more specifically using different forms of resources and using conditions or stacks of something that synergize with an ability. This topic gained a lot more traction than I expected so thank you guys for all your good advice!
EDIT: At some point I'll probably post some stuff from what I've been working on just so I can get some more specific feedback.
Other than skill, have them different elemental resistance, in-battle bonuses, for healer give them specific type of buffs, have character that need long charge of skill but high damage.

I could give you more list but basically OP before me already list them all, so I'm just adding a thing or two.

-Avi
For my game Steel Spirit SaGa, each character can level up elements to gain new spells, which is done by equipping a weapon of the corresponding element (except for one of the main characters who can't use magic), and each character is proficient in two or more elements, the combinations are endless.
author=Pyramid_Head
For my game Steel Spirit SaGa, each character can level up elements to gain new spells, which is done by equipping a weapon of the corresponding element (except for one of the main characters who can't use magic), and each character is proficient in two or more elements, the combinations are endless.

So do you balance the main characters by having them be more physical damage oriented? Or by using some kinda elemental infused weapons?
No, you can choose what spells they learn as they gain levels in each of the 6 elements in the game, and each character is proficient in two or more elements, meaning they level up faster if equipped with a weapon of the corresponding element. It was just my way of differentiating characters in battle. Plus I'm really bad at explaining things.
Or you just go full SaGa and just make everything simply depend on how the player plays each character. :p

Creating versatility works in many ways. Hell, even if those 4 DDs, 4 Tanks and 4 Mages are absolutely identical, there would still be versatility in party composition as a group of 4 mages will definitely play different than 4 DDs or a mix of all of them.

If you really want them to play really unique in combat each, then I'd go with the approach of giving each of them a very unique signature skill. Look at FFVI. It has more than 12 characters, but still manages to make them unique in combat, even though they all can learn the exactly same magic by giving each one a unique secondary command. Edgar can use tools, Sabin can enter Fighting Game-esque combos, Locke can Steal, etc.

A single unique skill can already make a big difference, it just needs to work around the character's other skills.

Though making each character too unique also has a risk: If you don't offer the ability to switch character mid-combat and certain boss battles are significantly easier with certain signature skills, the whole game turns into a "Guess which party members are needed for the next boss".

So what you really want are skills that work globally and still feel unique.

Just making one tank "able to tank physical damage" and the other tank "able to tank magical damage" would for example be a bad idea.
harmonic
It's like toothpicks against a tank
4142
We go by narrative supremacy rather than seeking perfect balance. In a way we pursue fun imbalance over perfect balance. The imbalance suggested by the way the character was built in the narrative. But then you have to optimize the game's challenge curve so that it is easy if you choose min/maxed normal badasses (Terra, Celes, Locke, Edgar) and hard only if you go entirely with highly stylized weirdos (Relm, Gogo, Umaro, Mog)
I guess such a way of difficulty setting could work, but I imagine it being very possible to frustrate players too. Unless you really put a label on top of the characters saying "Hard" and "Easy".

Character balance isn't a must-have in all games. In SRPGs like Fire Emblem it actually adds a lot to strategy having 1-2 super strong characters in your group.

But in an RPG where you can just take 4 of 12 characters into combat, it seems counter-productive not to make them balanced.
(Balanced, but just easier and harder to master is a different thing.)
I like that idea. Instead of difficulty levels, you have characters that make battles easy, normal, or difficult. I also thought of this in relation to jobs/classes.

When I make characters for my game designs, I usually give each one a unique set of techniques, with no interchangability between any characters. I seem to favor large casts over individual versatility, but that's because of the setting I use. Sometimes I plan it so that the character techniques interact with each other. But this kind of approach is not very feasible because it requires a lot of work to differentiate each character.
Pages: first prev 12 last