DBACE9AURA'S PROFILE
DBAce9Aura
52
Don't be a critic on the internet while eating and drinking at your computer.
Search
Filter
RPG cliches
http://www.escapistmagazine.com/articles/view/columns/moviebob/7190-Trope-a-Dope
Something some of you might want to consider the next time this topic comes up.
That said, it all depends on what experience/story you want to tell. That, and some of those are easy to bypass. The rest, either aren't, or end up causing more problems by avoiding them.
Something some of you might want to consider the next time this topic comes up.
That said, it all depends on what experience/story you want to tell. That, and some of those are easy to bypass. The rest, either aren't, or end up causing more problems by avoiding them.
Whatchu Workin' On? Tell us!
Battling in games, but.. why?
Share Game Design Articles Here!
More of a blog post than an article, but it is related to RPG making, specifically in regards in to GUI/presentation with a little bit of statistics talk at the end:
http://secretartsgames.blogspot.com/2012/03/rose-by-any-other-name-would-smell-as.html
http://secretartsgames.blogspot.com/2012/03/rose-by-any-other-name-would-smell-as.html
FULL STEAM AHEAD (choo-coo)
If the amount of skills is still weighing you down, just limit yourself to four per element and have each elemental affinity be based on a certain style. Fire, for example, could handle things like DoT and Rage buildup, and so forth.
If you want, you could even tie skills into stances, i.e. have each skill only be usable during a certain stance.
If you want, you could even tie skills into stances, i.e. have each skill only be usable during a certain stance.