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STATUS EFFECTS INTERACTING WITH ONE ANOTHER - THOUGHTS?

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I've been thinking about Status effects (state effect and debuff; I tend not to discriminate between the two) since the Boss Status Effect topic got started.

Has anyone designed, or run across, an RM game where status effects interact with one another? I don't mean simple negationals like Haste/Slow or Regen/Poison, I mean thought given to how the various effects interact with one another.

The best example I can think of at the moment is this: Toxins and the Metabolic rate. The idea that sparked this whole line of thought for me was the question of what Haste or Slow might do to a character who's been poisoned. Most of the time, it doesn't seem to affect him/her - but in theory, the person's enhanced or degraded speed should affect their metabolic rate as well. In which case, someone suffering from poison ought to lose a bit more HP than normal while under Haste/Poison, and a bit less than normal under Slow/Poison, than under Poison alone.

Anyone have any thoughts on this?
While a good idea, this...already happens in most RPGs. In Final Fantasies in particular, since Poison damage for example is distributed upon a character's turn, having poison/haste on the same character, equals more poison damage. Same with slow/poison and the like. Mechanics wise, this is less of an intentional feature and more of a secondary side effect of status effects operating under a 'per turn' mechanic.

It's already been done, man, for quite some time!
You could add another strategic layer by adding such things as, for example, when a character is inflicted with the ISAFLAMINGBALLOFFIRE status effect, those pesky ice monsters can''t repeatedly inflict the character with FROZEN, so the discerning player could cast fire spell #13 on his own characters while he is inside an ice cave, trading some amount of damage per turn for not being able to move 80% of the time. I'd like to see more games do this actually!
@Feldschlacht:
I was already considering that. My hypothetical example would incorporate both that, and a %age increment or decrement - a 5% MaxHP/turn poison might do 3% or 2% under slow, 7% or 8% under haste, in addition to the native mechanics of the system.

At GameOverGames:
Nice point. I'll have to think a bit further on that side - it's an expansion of the negational sets, but one I can't recall seeing used before.
Arian Wild's battle demo shows this off in very complicated form.

Invisibility (Cannot be targeted, increased damage output to enemy but taking an offensive action removes the state) + Sleep (Increased damage output, cannot act) = An insanely powerful hit the enemy cannot counter. You can stack some other damage stuff on too.

Abyssal Bolt increases the success rate of all states being inflicted because of its WIL (state resist) debuff. Combine that with another spell Arian has that raises the success rate of mental states working, and his confusion spells can almost always work.

Valiant (Locks threat from increasing or decreasing, increased damage based on threat) + Invisibility + whatever I called the status guard spell (Locks state) = the ally pretty much never gets hit.

God knows what else, but offhand: Mana Taps (MP regen over time while on opponent) that can be used as mines, dispelling states giving MP, heal spells based on threat working with Valiant...

I love states.
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.
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You could add another strategic layer by adding such things as, for example, when a character is inflicted with the ISAFLAMINGBALLOFFIRE status effect, those pesky ice monsters can''t repeatedly inflict the character with FROZEN, so the discerning player could cast fire spell #13 on his own characters while he is inside an ice cave, trading some amount of damage per turn for not being able to move 80% of the time. I'd like to see more games do this actually!


Relevant:


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Ninjas can't catch you if you're on fire.

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