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Set equipment weight -or- weight for worth?
I don't think anybody here cares about realism... it's just a way to add some more complexity to the equipment choice other than "use the armor with the best defense".
Challenging/Very difficult game
Set equipment weight -or- weight for worth?
author=Craze
I'm honestly rather make speed dependent entirely on armor.
That would be a bit too much streamlining for my tastes, expecially in systems where speed is a very important factor (like ATBs or CTBs).
My idea is: a high-speed character has a fighting style that relies on agility (think a swashbuckler), so a heavy armor would hinder him; a slower character wouldn't feel its effects as much because he didn't count on his agility from the beginning.
Set equipment weight -or- weight for worth?
You could also make something similar to D&D and give heavier equipments agility limits, instead of penalities.
Something like: if you wear this heavy armor, your agility is no more than 30.
This way, slow characters can use heavy armors without big penalities.
You could also vary the limits/penalities based on strength (a weak character will be more hindered by an armor than a strong one)
Something like: if you wear this heavy armor, your agility is no more than 30.
This way, slow characters can use heavy armors without big penalities.
You could also vary the limits/penalities based on strength (a weak character will be more hindered by an armor than a strong one)
Is the defense stat reduntant?
But it wouldn't be insignificant in terms of healing items/skills he has to spend.
Personally, I think the "normal" defense stat gives a better sense of progression than percentile resistances; in standard "level 1 to level 50" games I prefer to have it.
Personally, I think the "normal" defense stat gives a better sense of progression than percentile resistances; in standard "level 1 to level 50" games I prefer to have it.
Set equipment weight -or- weight for worth?
It doesn't make much sense from an in-universe standpoint for equipment to become heavier as you level up... the best heavy armor in the world is as heavy as the worst one, I guess.
I would make agility an almost static stat (maybe it's 20 at level 1 and 30 at level 100, instead of 20 at level 1 and 500 at level 100) and go with different weights for different item types.
The mix-and-match can still happen, but with different types of items instead that with different "tiers" (a light helmet with an heavy full-plate, or maybe light armor with a heavy two-handed sword...)
I would make agility an almost static stat (maybe it's 20 at level 1 and 30 at level 100, instead of 20 at level 1 and 500 at level 100) and go with different weights for different item types.
The mix-and-match can still happen, but with different types of items instead that with different "tiers" (a light helmet with an heavy full-plate, or maybe light armor with a heavy two-handed sword...)
Is the defense stat reduntant?
author=Antilurker
they both do it nearly the exact same way (flat damage reduction),
Actually, it's not true.
In RM* default battle systems, for example, defense stat is a flat damage reduction while resistances are % damage reductions.
What makes a game's story memorable to you?
I guess it's very subjective...
For me, it's likeable and believable characters and getting the climaxes right.
Timing is important too: if you build up tension too much, I'll get tired before the climax; if you don't build it, the climax won't be powerful enough.
For me, it's likeable and believable characters and getting the climaxes right.
Timing is important too: if you build up tension too much, I'll get tired before the climax; if you don't build it, the climax won't be powerful enough.
World Ease of Use: Interactivity and You
author=Large
This is what I'm doing in mine.
Feel free to offer critique.
I'd like it only if you are VERY careful in being consistent and if your world makes sense.
For example: you can jump over every 2-tile pit but you can never jump over a 3-tile one; you never find items in places that any sane man wouldn't search; if usually doors are locked, there isn't one open for the sake of the plot unless it has a reason to be; etcetera.
If you tell me to explore by myself and then give me a world where basic logic doesn't apply, I'll get angry.
I got stuck in a lot of games where the solution was "see that gap exacly like the ones you couldn't jump over? Well, you can jump over THIS one!" or "see these 10 houses? The 5th one isn't closed!" or "see that crate? Some crazy man put a key in there!".
The Death Penalty
I'll just point out that I saw a RM game that used a very interesting system (and my favorite so far): you can save anywhere, and instead of "save points" there are "suggested save points" in three varieties.
Green points: in towns, after cutscenes
Yellow points: in "safe rooms" in dungeons, or just before the beginning of the dungeon
Red points: before difficult/boss fights
This way the player doesn't have to save every 2 seconds in fear of a random boss because a red save point will alert him; also, he just needs to keep his last "green" save in a separate file to avoid getting stuck.
Green points: in towns, after cutscenes
Yellow points: in "safe rooms" in dungeons, or just before the beginning of the dungeon
Red points: before difficult/boss fights
This way the player doesn't have to save every 2 seconds in fear of a random boss because a red save point will alert him; also, he just needs to keep his last "green" save in a separate file to avoid getting stuck.













