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Legionwood: Tale Of The Two Swords

While almost any build is possible and I'm not going for the most powerful this time, I will still only choose builds that I feel has meaningful advantages. The build I choose for Arc for example, has less agility, magic defense and later even damage output than a powerbuild fighter. Still, he does gain more defense and evasion, so there are meaningful advantages with it. Meanwhile, a critical hit build would (at this point at least) deal less damage in average than a Double Strike spammer as well as having less consistent damage and gain nothing useful in return.

Anyway, for Alexis I decided to make her a fast and strong physical fighter. The restriction I put on her is that I will not put any points into defense, evasion or HP. Basically, she's a glass cannon.

The Zombie Dragon or whatever it's called, is far tougher than any preceding bosses. It had a multitarget attack which could two-hit kill Arc and Alexis. Further, the boss could use that move twice in a row and only Alexis was guaranteed to be faster than it.

Edit: I just found out what exactly Luck does. This allows for tank builds, although not until later.

Why exactly is it called Luck? It's an extremely misleading name.

Anyway, in case anyone else wants to know what Luck does (did I miss the game in any way or shape mentioning what it does?), it decides how likely you are to get targeted. Each character has Luck chances of getting targeted. If you max out Luck, it will be 29 which means you have 29 chances compared to the 4 of every other character. This is almost a 71% chance of every single-target attack being directed at that character.

How to Make RM2k/3 Work for You

post=212595
No they don't?

You're right, I didn't read what you wrote carefully enough.

How to Make RM2k/3 Work for You

post=212092
I'm going to explain how to achieve this with the magic that is attributes.

That would impress me. The lines for Attack and Defense seem to me to contradict each other. I was under the impression that Defense has half the influence of Attack regardless of what the elemental attributes are.

Legionwood: Tale Of The Two Swords

I decided to replay the game, this time doing all sidequests I can find. I also decided to differentiate the characters more this time. The ideas so far:

Lann - I'm going to see if a fighter/mage hybrid is viable. With mage I mean offensive caster, I already know fighter/healer builds are not only viable, but overpowered. So far it does seem to work thank to the AP system having diminishing return and whips being hybrid equipment in nature. The question is however if I will use magic at all once Dual Wield is available.

Liara - I don't think I will keep her around once more characters join, so I didn't bother to think of any concept for her and just made her a vanilla mage. If nothing else it means I can't make any other character a vanilla mage without breaking the differentiation idea.

Ark - I have two ideas with him. First, he's going to be a fighter with heavy armor. That probably doesn't sound like a new concept, but in the other playtrough I made I found it more efficient to give fighters mage armor than heavy armor. The second idea is not to give him dual wield. I'll see if I can make him more than "the fighter who deals half the damage fighters with dual wielders does". Ideally without him having to spam Y-something Slash and eat Peptides like crazy.

I soon need to figure out something for Alexis.

Anyway, did you tone some bosses down in the latest build? The ogre never used it's earth spell and I could easily defeat it at level 3. Ifreet was killed before Merces left the battle, something that I've never been able to accomplish before.

RPG Maker 2003 Battle Issue

The closest similar thing I've heard of this error is in XP when you change the first state to something non lethal. When enemies in XP are killed, they have the first state inflicted on them which is problematic if that state allows them to move. However they are still made invisible and cannot be targeted, which differs from this error (and it's XP and not 2k3). Nevertheless, it may be worth checking if you changed the first status effect.

How to Make RM2k/3 Work for You

The damage for attacks in XP is: (Attacker's Attack - (Target's Physical Defense/2)) * (20+Strength) / 20

For skills it is: (Skill Power + (Attacker's Attack*Skill ATK-F/100) - (Target‘s Physical Defense*Skill PDEF-F/200) - (Target‘s Magic Defense*Skill MDEF-F/200))
* (20 + (Attacker's Strength*Skill STR-F/100) + (Attacker's Dexterity*Skill DEX-F/100) + (Attacker's Agility*Skill AGI-F/100) + (Attacker's Intelligence*Skill INT-F/100)) / 20

Your chance to evade (in %) is: 8*Target's Agility/Attacker's Dexterity + Target's Evasion

Personally, I always change the damage and to hit algorithm since I consider the default to be crap.

Single Character RPGs: How Can They Work?

post=211437
Removing paralysis, sleep, and instakills from the enemy arsenal means removing that many layers of tactical depth, Shinan (or having to be that much more creative to come up with replacements) and even things like blind and Confusion or one round of 'stun' (STARSEED) can be pretty damning in a single-character game. So you're removing even more options in the name of balance, and that, as I said, is a handicap.

I think the removal of tactical depth comes from merely having one character. Imagine we have four characters and each has 4 viable options for a certain round of combat. That gives the player 4*4*4*4=256 options. Give one character all 16 viable options and the player will now only have 16 options. The removal of a few status effects is a minor hit in comparison.

More importantly however, the tactical dept is almost always only there in theory. I have played RPGs for about 15 years now and I could probably count the number of turn based ones which does not encourage you to use the same tactic for over 90% of the battles on one hand. If you do manage to create an RPG which does not encourage the player to use more diverse tactics, you have given your game more tactical depth than most other RPGs. In this case I think you can afford to lose a few layers coming from status abnormalities.

Not to say that it wouldn't be great if you can modify the way the game handles status effects to work with a single character. Still, if you can't do that in a satisfying way, I recommend just losing the status effect.

Anyway, an idea I had for making instant death work for single player. Make it always hit if the player is below a certain amount of HP or certain percentage of Max HP. Otherwise it will always fail. Further, you can give the instant death move a cooldown, if you wish so. Whenever the monster with the instant death move uses it, the player has a few turns of breathing room.

Single Character RPGs: How Can They Work?

post=211321
I don't think it's necessary to give the player multiple types of turns to mimic the effect of having multiple characters. All you need is a good variety of abilities, and ideally a system that doesn't encourage the player to do the same thing every round (or every battle).

I agree with this. I also think giving a character multiple parts with separate HP and skills defeats the idea of having only a single character. You may as well declare the character a summoner and have it accompanied by summons.

However, what could work for me is if the character is able to take multiple actions a turn, but still has only one HP count and skillset. As long as the system doesn't encourage the player to use all actions for the same skill over and over, that could work.

The initiative count for the skills should lower with every action. Let's for simplicity sake say that the character has an agility of 100 and takes four actions. The first action may happen at initiative count 100, the second at 75, third at 50 and the last skill at initiative count 25.

Dialogue, Characters, and You.

I think trying to make dialogs with nameless NPCs realistic is a lost cause. However, I do think you shouldn't make the unrealism stick out like a sore thumb. So I'd overlook if NPCs tell me something you normally wouldn't tell a stranger, but not so much if they take it one level further and tell me things you'd only want to confide to a friend.

Dialogue, Characters, and You.

post=210666
I have to agree with alterego. While it is nice once in a while to use over-exaggerated dialogues like what nukei stated, they shouldn't be used too often, otherwise they'll feel forced. What will make dialogues interesting doesn't just have to do with the dialogues alone, it has to do with the mood and the music that go with it, so at times even "normal" dialogues can become interesting with the right music and the right mood.


I agree with this, but I will add that not only does the mood affect how enjoyable the dialogs are, but the dialogs will also affect the mood. For example, let's assume there's a war looming. Obviously, that should affect the dialogs. If the NPCs fail to convey the worry for war, the player won't get the feeling that there's a war going on.

I think the best way to give the NPCs enjoyable dialogs is to make sure they have something interesting to convey.