LET THE SKILL QUESTIONAIRE RISE FROM THE ASHES!

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LouisCyphre
can't make a bad game if you don't finish any games
4523
A quick questionaire about skills in your games.

A certain someone shouldn't kill this one like he did the last one!

1. Do you maker use of tiers? That is, do you have any skills that completely, or almost completely replace other skills in usefulness? An example of almost replacing another skill would be Fire -> Fira. You'll never use Fire again once you have Fira - unless you don't have enough MP for Fira but enough for Fire. An example of completely replace would be Enflame from Fable. When it goes to a stronger tier, the old tier is gone completely.

2. What are your skills called? Magic? Psychokinesis? Fellatio? How do you rationalize you skills being able to do what they do? DO you rationalize them, or do you say "because they're cool like that"?

3. Do you use elements? If so, what are they? Why? Why Ice and not Water? Why Water and not Ice? Why not both? Neither? No elements at all? Explain!

4. Do you have status effects? If so, what kind? Poison? Bleeding, having it effectively identical to poison? Do you use one-hit kills? How often do they work?

5. Do you raise or lower stats? If so, by how much? A percentage? Multiplier? Direct adding and subtracting? What stats do you modulate? Can max HP be changed this way? Max MP? Level? Class?

6. Who has what skills? To you have one mage cast all elemental magic, or does every character have their own element? Can all spells be learned by all characters? Are they learned upon level-up, or by other means?

7. What skills to enemies have? Do they have access to healing? To instant kills? How often are status effects involved? Debuffs? Buffs? Does their movelist look similar to the players, or radically different? Why is that?
1. Do you maker use of tiers? I follow the Final Fantasy rule of fire becomes fira and so on, but you keep your weaker skills. this is because I make skill that need the previous skill to work, a example of this is Tales Of Symphonia.

2. What are your skills called? I keep them called skills, cause hero A could use sword magic and status changing skills when hero B uses elemental and healing magic.

3. Do you use elements? I use elements, in fact most of my games and storylines are focused on the four elements and there effects.

4. Do you have status effects? I don't things like posioning or burns are really fare, I tend to stay away from status effecting skills

5. Do you raise or lower stats? I do use these types of skills, mostly things that change speed or attack temporaly, but then I have scrolls or seeds that change the attribute permently.

6. What skills to enemies have? I follow the elemental skills, so I give each monster one or two elements and then they have acess to skills of the same element, the level of the skills is dependent completely on the monster though
1. Do you make use of tiers? Yes skills advance but you always keep the older versions, the more advanced ones cost more MP, so it's always nice to have the lower ones still with ya!

2. What are your skills called? Well I was gonna be all creative, but it's easier for the player when the skills are Fire, Fire II, Fire III etc. So thats what I'm doing.

3. Do you use elements? Of course! I use pretty much everyone there is, including Light and Dark.

4. Do you have status effects? Yeah all the standard stuff. Once a battle has ended the effect goes, no matter what it is.

5. Do you raise or lower stats? Uh yeah...Sames as above I guess.

6. Who has what skills? Everyone starts with no skills, it's up to the player what they learn by equipping Armlets. However some people are more compatable with different types of skills than others.

7. What skills to enemies have? All different really, they do sometimes have the same skills the player can have, of course they have their own too. Especially bosses!

Also, don't be a dick to U.K.E, his post was completely relevant this time.
1. Do you maker use of tiers? No, absolutely no. I find it silly actually. Instead of giving the player more power, I give then more options of skills so when they progress they must think more otherwise the new skills will be useless. My philosophy is: Be strategic or go play something else.

2. What are your skills called? Well my skills command is called ACT and for that they encompass everything except for itens, guard and evade since I disable the attack/Fight command (again to prevent a non-thought choice). By that you have skills with martial arts, weapons, hacking, piloting and Ether craft. Assumming the question related to "magic" too, here goes what Ether stands for in my settings:
"The Ether is an initially invisible energy that fills the universe with it's presence. Ether exists everywhere, even inside solid bodies and living beings. However, Ether is far more than just that: under influence of other energy vibrations or materials, ether can be gathered and manipulated creating a myriad of effects, from emanating light, to creating heat or even generating force to move material bodies.
One of the ways to control Ether is through energy vibrations from a living being, focused by it's mind. The process used to create a certain effect through Ether manipulation is referred to as Ether Craft."

Same as I do with Ether, EVERY skill has an explanation even if fictional. As for names, obvious and clear english for you. As much as I love Phantasy Star using a neat naming system, it is a pain to know what is what.

3. Do you use elements? I use two sets of elements, one is called Ethereal Forces and relate to the basic energy concept behind Ether craft and Ether technology meaning that any device or spell comes from either of those 6 forces:
>Aqua: Crafts related to health and life. Most of our medicine revolves around that.
>Ignis: Crafts related to heat production in general, ranging from creating fire to burning radiation.
>Kinesis: Crafts based around physical force's manipulation and motion of material bodies, from pulling to levitating. Deals with gravity force.
>Cryo: Crafts related to cold, from freezing objects to creating ice.
>Psyche: Crafts related to manipulation of living beings energy and mind.
>Photo: Crafts based on light and electricity emission and manipulation.

The other is actually the in game damage types which may differ from skill to skill, for example, Photo based skills might be either laser beams or thuder bolts and there might be specific defenses for either.


4. Do you have status effects? Instant kill is stupid and ruins a game, also it is never effective against bosses, the only time you would possibly think of using that.
But yes, I do use other status effects, however I got two sets of stats, one for organic beings and other for machines. And by machines I mean both androids and humans piloting mechs.

5. Do you raise or lower stats? Yes, however aside from barrier buffs, most buffs are mind based so they work only for the user. Debuffs however are more free and work on anything.

6. Who has what skills? I have a lot of characters with pre-defined roles. Usually soldiers, knights and fighters tend to focus more on weapon based skills, relying on close range or ammo. Ether Craft experts, doctors, scientists and other supports will mostly rely on Ether Craft or hacking.

Skills are learned via specific events or itens, all depending on the play to find/get/buy then. You don´t level up as you fight, so you don´t get skills that way. You may however get skills after battle if you met certain conditions in certain battles :P

7. What skills to enemies have? They play with the same cards the players do: no regular attack command, lots of skills, including healing by Ether Craft and/or itens. In fact, you get all itens the enemies had in stock but didn´t use in battle. Meaning if they had 3 potions and use 1 in battle, you get 2. My idea is to make it seem as the enemies and heroes are the same races (aside from the very few monsters you fight) as the player characters.
1. Do you maker use of tiers? Sort of. I plan on making early moves obsolete before the end of the game, but a move's usefulness will last a while. Most moves have drawbacks besides the obvious MP cost, so they're useful in certain situations where others aren't.

2. What are your skills called? Moves. There's no magic in Oceanus... well, none that you can use, anyway.

3. Do you use elements? The basic Blow, Slash, and Pierce. I reiterate, no magic.

4. Do you have status effects? Yes. The only one so far is Poison, which works a little differently than you might think (it lowers stats along with doing damage each turn). I'll make some more and try to be creative with them.

5. Do you raise or lower stats? Yeah, I'll have various buffs and debuffs.

6. Who has what skills? Every main character has their own unique moves. I might make some universal moves for various helpers, though.

7. What skills to enemies have? The early enemies most have just Attack and Defend, though some have their own unique skills and universal skills like Bite or Scratch or whatever.
harmonic
It's like toothpicks against a tank
4142
1. Do you make use of tiers? There are very few skills that get "replaced" in a sense. With MP costs, one would argue that none are ever replaced. But the main thing is that I have synergies that give upper tier skills bonuses from investing in lower tier skills.

2. What are your skills called? Skills

3. Do you use elements? Fire, Ice, Lit, Holy, Dark, physical.

4. Do you have status effects? Blind, Silence, Paralyze, Poison (strong DOT that fades in battle), Bleed (weak DOT that doesn't stop unless healed) Stoneskin, Clear Mind, Mark, Bloodlust, elemental enchants, command auras, premeditation

5. Do you raise or lower stats? Raise and lower by percentages.

6. Who has what skills? Skills pretty much line up with archetype classes, although the characters are not necessarily pigeonholed. Skill tree acquisition system.

7. What skills to enemies have? All the same you do and more.
I'll answer base don the last traditional RPG I made... Team Olympus.

1. Do you make use of tiers?
Hm... I really think tier systems all stem from FF, and I've never really enjoyed the series, so no. I find it very annoying when skills become useless as time progresses. It seems to reflect a lack of originality. Certain skills may become obsolete, but they are never directly replaced by a "better" spell.

2. What are your skills called?
Skills in general are referred to as Psi. The psi-casters have different "flavors" so to speak, such as Burst Psi, Water Psi, Force Psi, etc... Other characters do not use Psi and instead use Tech, BioMech, Rush, etc...

3. Do you use elements?
I've always enjoyed making elements, so, yes. I split the Team Olympus elements into three "groups:" Standard (Fire, Forest, Water, Shadow, Spirit) Astral (Astra, Light, Force) and Mystic (Ice, Thunder, Air, Earth). The standard sets have associated Psi casters, the Astral group have associated physical skill sets, and the Mystic group is for items and lost magics.

4. Do you have status effects?
Yeah, pretty standard ones.

5. Do you raise or lower stats?
Only a handful of characters have this capability. One character, for instance, compiles BioMech skills through combining a Mech and a Base. A Base determines what element is used and what stat is affected. The Mech determines to whom the damage is dealt and how much. It's a very customizable system.

6. Who has what skills?
I think I answered this earlier without realizing it...

7. What skills to enemies have?
Enemies never have hero-used skills. There is no enemy "standard attack," so all enemy attacks are through physical abilities such as "Fang," "Claw," "Dissolve," "Gaze," etc... Elemental abilities are usually in a basic form with some upgrades for stronger enemies and spellcasters.
1. Do you maker use of tiers?
Yes, but barely. There's only two version of single target damage spells and each tier belongs to a different class. There's only one tier of multitarget spells and most other spells don't have a stronger/weaker version of itself.

Not as much tiers as upgrades. Getting the stronger version of a damage spell overwrites the previous spell but there's no point in having the older version since they both cost the exact same. There are plans for a higher costing version of damage spells with the intention of dropping an immediate nuke since its DoT is less than the lower cost version of the spell.

2. What are your skills called?
Magic. Its just flavour text and there's no explanation at all so just stick with whatever works best. The name of individual skills is "Whatever sounds cool/Stolen Homage to Something Else (see Missile Punch)".

Abilities which cover magic and passive/active skills. For names, I don't have decided names on for now and every once in a while I change names.

3. Do you use elements?
Absolutely. There's seven in total (Physical, Fire, Ice, Air, Earth, Dark, Holy). They're all interchangable really, you're just as soon to find a weapon that deals Physical damage as one that does Earth damage. The only exception is Holy as nobody can learn a spell that does Holy damage. Its important to diversify the elemental damage your characters can deal, putting all your eggs in one basket can be bad until characters get a good array of elemental attack magic.

Absolutely, but I divided them into Physical/Magic (Slash, Pierce, and Bludgeon/Heat, Cold, Electric, Corrosive). Characters can only deal one type of physical damage since they can only use one type of weapon, but anyone can deal any type of magic damage which makes it too generic so I've been thinking of improving that (but with little success so far). There's also some elements that fit into both categories, such as Divine. A weapon or spell can be divine in nature but these elements play by a different set of rules compared to the others.

4. Do you have status effects?
Yes. I currently have ~30 status effects although all of them are just variations of stuff seen before. Some of the stronger status effects are just combinations of others (one is a mix of Confuse, an IntDebuff, and MP-Poison), some of which are monster-specific. Instant death attacks are available and work on most bosses with three exceptions, although success rates vary depending on the skill and who it is being worked on. Later bosses resist InstaDeath more than earlier ones (but at the same time better InstaDeath spells are available).

Yes, but the current list is far from complete and everything currently planned is tentative. Some of the current ones that aren't as old as the NES is "HP can't be recovered", "Stop MP regeneration", "Status can't change (except in certain circumstances)", and "Increase damage of next attack, but next turn can only be increasing damage again or attacking". No InstaDeath for either side, there'll be other ways to cheese instead.

5. Do you raise or lower stats?
A level up increases stats by a set amount before level 10, but after the amount each stat is increased by is slightly increased. There's also the x2/x0.5 (de)buffs which last as long as the buff lasts.

Base stats can only be increased by a set amount via special items or through experience but combat stats can be modified through a variety of ways such as equipped items, passive skills, (de)buffs, or the best modifier out of a character's class list. These modifiers can be both set amounts or multipliers, the source being what determines the modifier (equipment usually gives set bonuses while (de)buffs give multipliers)

6. Who has what skills?
The skills that can be learnt are based on the character's class and you can change classes as often as you like so you can have a party of characters who know every skills in the game if desired. Skills are learnt through level ups while a certain class.

The skills available are based on the character's class but unlike above each character only gets three classes so the pool of available skills is limited. There can only be one character of each class which adds to diversity although some skills are available to multiple classes. The first class of every character is predetermined so that only leaves two classes at most for the player to customize characters with, and some characters even have their second class predetermiend as well. The skills are leant the same way a character gets base stats or levels: Spending experience.

7. What skills do enemies have?
Enemies have a variety of moves including their own special status conditions mentioned earlier. The early enemies have poor movesets and they usually don't have access to more than two attacks and their status effects are weak or don't have a high chance of working. Later enemies start throwing other attacks into their line up such as (de)buffs, lower/raising elemental resistance, and some AI to use these skills properly instead of randomly.

This is something that's been given some thought, but its mostly been on a per enemy basis and there aren't many enemies yet so I can't really say (plus I've been writing this post too long and I want to wrap it up :I)
1. Do you maker use of tiers?
Elemental skills might have tiers, but other skills don't.

2. What are your skills called?
Well, 'magic' is called Magic but you only get one Mage in your party. The rest of the skills are sorted depending on that characters weapon - either bow, sword or pole arm. A mage can 'tap into the energy of the cosmos' or something like that. Yeah, that's my rationalisation.

3. Do you use elements?
Yeah - Water, Fire, Earth and Wind. There's also light and dark magic, but it's not used much. ^.^

4. Do you have status effects? Yeah. I've tried to make a few new ones that do a couple of things like:

Enrage: 2x Attack/Agility, Evasion of all enemy hits, but 50? hit rate and random enemy attacks.

Amnesia: Half Attack and Defence, unable to use abilities above 1 Int and Att. but reflects all skills.

I don't use one-hit kills, but I do add Status effects to some equipment:
POISON GLOVE - inflicts Drain (takes 1 HP every 10 steps) but boosts strength and defence 15.

5. Do you raise or lower stats?
Yeah. I mess around with skills and Status effects and see what stuff I can do. Gotta have a haste skill too. <3 haste <3
I'm also having MP costs change for elemental magics when the characters are in different environments. IE: Fire spells cost less and are boosted in power when in tropics or lava caves, but lose power and cost more in cold areas (snow, sea).

6. Who has what skills?
Well, one character is a mage and he has the elemental magic, while the other three characters have more weapon-based skills. Though the bow user can equip different quarrels to change element and status effects.
Everyone can use scrolls, though, so that they are able to use some magics at least. ^.^
Most skills are learnt by equipping weapons and learning from each about 3-5 skills. There are only 6-7 weapons for each character through-out the game. ^.^ The mage has most of his spells already learnt when you get him, but learns more through talking to other mages - sort of a mage swap. ^.^

7. What skills to enemies have?
Enemies have their own types of skills, though they can have the same types as the MCs depending on what they are. They have access to healing, status effect, buffs, debuffs among other things. One thing I'm trying to do is make monsters a bit more 'human' in that they can be seen as characters in and of themselves instead of just things to kill. Hence, they have different abilities for different races and even some of the same kind of creatures may have differences because of weapon choices, areas found, etc.
1. Do you maker use of tiers?
-Sort of. Older spells grow stronger with the character, the animations and range changes, but the name and spell effects don't.

2. What are your skills called?
-Only certain characters can charm elements in what is called "Magic" and that serves as their normal attack. All other techs are simply called skills with no rationalization

3. Do you use elements?
-Only Fire, Ice or Element-less. The premise of the game was based around the contrast between Fire and Ice.

4. Do you have status effects?
-Venom, and Sleep, both self-explanatory, and element-less.
-Fire can burn, Ice can freeze.
-Burns cause slight additional damage when getting attacked, and slightly lower attack for five turns or until hit with an ice attack.
-Being frozen halts the character for three turns or until hit with a fire attack.

5. Do you raise or lower stats? All stats, including HP can be increased with hold-charms, or spells. Increases by 33%. Charm and spells effect do not stack with themselves, but with each other (two HP-up Charms has the same effect as one, as do two HP-up spells, but HP-up spell and charm stacks to 66% increase

6. Who has what skills? Each character has five skills learned naturally plus one slot to be taught skills. Out of 25 total skills, they are shared between characters, but characters only learn certain types.

7. What skills to enemies have? Enemies can use any and all skills players have.
Max McGee
with sorrow down past the fence
9159
This set of answers applies only to MAGE DUEL (unless I say otherwise):

1. Absolutely not, as a conscious, stylistic choice. With the exception of ULTIMATE SPELLS/SPELLS USED BY BOSS NPCS no spell ever exactly duplicates the effects of another spell, even to be a better version of.

2. 100% MAGIC. Also I hate games that don't have some kind of a rationalization.

3. Intentionally used some of the elements from Final Fantasy because they're recognizable/corny/cheesy. In most of my games, I try to have more logical elements based on, well, types of damage, rather than elements. The Iron Gaia games uses Pulse, Fire, Shock, and Cold as damage types, for instance. Mage Duel, however, has capital E elements. The distinction is too subtle for me to explain effectively at this hour of the night, but I hope you get it.

4. Every game I've ever made has made heavy use of all kinds of status effects. I also hate when Status Effects never work on bosses so I try to make at least some status effects at least somewhat possible to use on just about every boss. Once I even weakened a custom event-based status so it could work on the final boss in a weaker form (Iron Gaia 1). Debilitating status effects and being able to sling/survive them are ABSOLUTELY the key to victory in Mage Duel, ultimately more important than doing damage. This is one thing that distinguishes my games from most commercial JRPGs where status effects are pointless 70% of the time.

5. Since I'm using VX without too much modification, I inflict status effects that buff and debuff different stats by a percentage, usually 50%.

6. I've talked about this at some length, but uh, Illusionists = Debuffs/Status Effects, Conjurers = Summoning (and one REALLY NASTY status effect, Read: Hold Person), Evokers = Damage + Damage + Draining + Poison, Healers = Healing, Curing, Buffs, plus miscellaneous, plus SILENCE.

7. One point of pride in Mage Duel is that enemy mages are built, learn skills, and equipped EXACTLY LIKE PLAYABLE CHARACTERS.
This applies for Dragon Fantasy 1+2 since they're the only real games I've been workin' on.


1. Do you maker use of tiers?:
Well, being a game inspired by Final Fantasy/Dragon Warrior, I'd have to say that I do go down this road involving the usefulness of spells. Once you get BlazeMOre, Blaze pretty much becomes obsolete. Well, that is unless you do not have enough MP to cast BlazeMore, that is. It applies for every other elemental type spell, too. Status spells are not that effected, though.

2. What are your skills called?:
Good 'ol classical choice of "Magic". And it just exists. Actually...I think I explained it a bit in Dragon Fantasy 1, but I don't really remember what I said about it. Ha ha. So I guess it's just there for now untill I decide to go look for what I said.

3. Do you use elements?:
Yup. I use elements, except I don't use a great range of them. How many do I use? Three main ones: Ice, Fire and Lightning. Any more and the mages would ahve way too many spellsand you would not really have much use for alot of them, except for when you REALLY needed them.

4. Do you have status effects?:

Yus! Status effects are a must. Except I only use the basics such as Blind, Slow, Confuse, Hold, Poison, etc.

5. Do you raise or lower stats?:
Not sure what you mean by this, but I'll say that stats are randomly increased for each character upon a Lv. Up.

6. Who has what skills?:


Hero: Has a bit of White and Black Magic, but not much. A well-rounded character.

Knight: Has none, but is a strong physical attacker.

Mage: Has the widest selection of Black Magic in the game. However, she does not specialize in inflicting status effects.

Priest: Has the best Holy Magic/White Magic in the game, and is very fast/agile.

Status Mage: Has the widest variety of Status inflicting spells in the game, and learns them MUCH earlier than other classes.

Sage: Learns a nice bit of both Black and White magic, and has the greatest MP count.

Black Knight: Has a decent ammount of MP, Black Magic and STR.

White Knight: Has a decent ammount of MP, White Magic and STR.

Berserker: Has no magic. However, he is the strongest character by far.


And that was the basic list for Dragon Fantasy II's classes. For the first game I just assigned pre-set classes to the characters, and there was a basic Hero, Black Mage, White Mage and Knight.


7. What skills to enemies have?

I don't give any enemy (besides a boss) more than 3 skills/magical abilities. Or just 3 general actions, if you don't want to include Magic in there. Alot of enemies usually have attacks linked with status effects, or stuff that would make them extra deadly/annoying.
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