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Rectifying Consumable Items
Sviel- 05/25/2014 01:07 AM
- 1184 views

You're facing off against a boss. Your party is looking ragged; one member is down and another is barely hanging on, but you're afraid that if you heal them and they drop anyway, you'll be even worse off. The boss is in fine form, but you're sure that you can best it if you can just hold the party together a little longer. You have a few ideas in mind, but...
Then you just have everyone pop a consumable and all is well.
Poof. Tension gone.
The cardinal Rule of Healing is that tension is inversely proportional to the ability of the heal to mitigate enemy damage. But, for some reason, there are games where healing is plentiful to the point that it totally curb stomps threat. Of course, this is rarely on the Dedicated Healer, but often in the Healing Consumable Items.
When such items exist, one of two things is likely (but not guaranteed) to happen. Either the game is balanced around using them and is thus too hard if the player runs out or neglects to do so, or the game is balanced in absence of them and is made far too easy by their introduction. It is certainly possible to design a game in which they are an asset, but too often they're included just because it's 'one of those things that one does' in an RPG.
To a similar degree, this issue exists with Buffing/Cleansing Consumable Items too. While Healers often suffer a lack of respect, diffracting their skillset into various consumable items just makes it more of a pain to balance, though it can be done to varying degrees of success (See: Every Pokemon game ever).
Next, I'll take a look at equippable items.
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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
So, are you going to just not have consumable items?
None that restore health.
Mana restoration isn't nearly as heinous, at least not in a system that isn't designed to be about long-term resource management. With mana, the level of healing stays firmly attached to the system proper, so it doesn't end up breaking design. In the same vein, there's another set of consumables that restore Whisper's other resource.
There's one consumable for raising downed allies, but it's not something that everyone will encounter in the game. It requires a bit of side-questing and then each has to be crafted individually.
This is, once again, to keep certain abilities (healing/raising/buffing) in the hands of the characters they were meant for. The game is designed to be beatable without such items, but if someone wants to put the work in, they should be all the more satisfying for it.
There are no items that gives buffs or permanent stat boosts. The first is to avoid overlap like the others, the second is because stat boosts are not a very interesting way to give the player power. If they're going to work to get stronger, it's way more satisfying to get an equip or a skill than flat, higher numbers.
Mana restoration isn't nearly as heinous, at least not in a system that isn't designed to be about long-term resource management. With mana, the level of healing stays firmly attached to the system proper, so it doesn't end up breaking design. In the same vein, there's another set of consumables that restore Whisper's other resource.
There's one consumable for raising downed allies, but it's not something that everyone will encounter in the game. It requires a bit of side-questing and then each has to be crafted individually.
This is, once again, to keep certain abilities (healing/raising/buffing) in the hands of the characters they were meant for. The game is designed to be beatable without such items, but if someone wants to put the work in, they should be all the more satisfying for it.
There are no items that gives buffs or permanent stat boosts. The first is to avoid overlap like the others, the second is because stat boosts are not a very interesting way to give the player power. If they're going to work to get stronger, it's way more satisfying to get an equip or a skill than flat, higher numbers.
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
Nod, I like this solution. I've seen other games where they handle this by severely limiting the number of items you can carry, but your way lets you still put MP recovery items in treasure chests, which is a nice thing to be able to do when you're making large dungeons.
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