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Cataphract OI
Experimental RPG about time management and protecting allies

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The Dedicated Healer

Personally I think I like the Chrono Trigger approach where half the team has good healing spells, and everyone can use at least a small amount of healing/defense. That gives the player enough real options that they don't feel boxed into any one setup. And if you combine that with bosses that punish excessive turtling, then the player doesn't feel compelled to make a team that has all the healers.

I don't really think the FF9 method (two of your eight characters are great healers, a third one can become a good healer extremely late in the game, no one else can heal at all) is satisfactory. I'm not actually sure what I dislike about it. Maybe it was just that the two main healers were extremely similar and so it didn't really feel like a meaningful party choice. But somehow I feel like giving everyone the ability to heal is a good idea.

I like the Chrono Trigger approach, too, more than any other approach for a choose-your-own-party game, because of how much flexibility it gives you. If you want the burden of healing to fall entirely on one character, you can do that. If you'd rather have multiple characters split the load, you can do that too. If you're really worried, you can have a dedicated healer AND two supplementary ones - or you can have none at all and just go all-out on offense. It gives the player the fullest degree of freedom in delegating the roles in his party, allowing him to play however he pleases. Also, since healing is a situational consideration (unlike attacking, which is always necessary), a typical i cast cure and that's about it white mage finds herself with nothing useful to do 75% of the time, which, as we all know, is boring. CT clearly avoids this by having complex and versatile healers who do more than just cure - even Marle, whose offensive options all suck iirc, can still augment the party's damage output by way of her dual techs, and thus finds herself with a use even outside of healing-intensive boss battles.

The FF9 method, on the other hand, pales because it only gives you one option: entrust all the healing duties to a single character. Even though you get two different white mages, the division of labor is the same - one person heals full-time, the other three dish out the damage. There is only one play style. And unlike in Chrono Trigger, FF9's healers couldn't do much besides restore HP. Their summons were mediocre at best, largely inhibited by low damage/cost ratios, and their support spells were, of course, of little value in regular encounters. Thus if you wanted any substantial healing on your team at all, you had no choice but to carry around the dead weight of a situational character. Ultimately I think I picked Eiko since, late in the game, Holy and Half MP gave her something handy to do between Curagas.

Giving everyone the ability to heal is not a bad idea, I think, but you have to be careful about how you do it. If healing is too widely available, it ceases to be a consideration for the party-building process, which means that choosing your team is a more simplistic, less meaningful task. This is especially true of games like FF6, wherein any character can cast the best heal spells at relatively little cost (as opposed to, say, FF5, wherein the privilege of White Magic will cost you a precious ability slot). Restorative spells are so abundant and accessible in that game that the player, in picking his teammates, need never worry about who exactly is gonna keep his party alive. It's luxurious, sure, but it detracts from the diversity of the cast, the importance of party-building, and the challenge of the game. Frankly I'd avoid either extreme (the other being the dedicated healer) and stick to either the Chrono Trigger model (limited healing distributed between characters in different amounts) or the FF5 model (unlimited healing, but at the cost of other abilities).

If the dedicated healer (or any dedicated character at all, I suppose it could be said) has any place at all, I think it's in games like FF4 wherein you have no choice over who's in your party, or like FFX wherein every character is situationally useful and you are expected to employ each of them as circumstances dictate. In either case, you aren't punished for not using the healer because you can't not use the healer; they're always technically in your party.

edit:
Why waste someone who does healing and damage equally on just healing, when you have someone who can heal much better than they can do damage, if they aren't going to be damaging anyways?
One thing I disliked was that white mages in FFT had access to holy. An attempt to diversify the role perhaps, but it was one of the strongest attacks it the game and hit the final boss for maximum damage. I'd rather be punished on the offensive end than have a role that does everything.
Mm, I take back what I said about dedicated healers not having a place in choose-your-own-party RPGs. I sat in on my friend's economics class and her professor was actually saying something along these lines. I forget all of his fancy economic terminology, but what I gleaned from him is that, for instance, a White Mage with Holy makes a worse healer than one without it, since for the former to cast a recovery spell, he has to give up all that damage that Holy would have done. The Holy-less mage's cure spell is relatively much cheaper, since he doesn't have to give up nearly as much.

So I guess the idea behind the dedicated caster is not just that their healing is stronger than that of any other character's, but also relatively cheaper. Any character who opts to heal instead of attack chooses to sacrifice damage for health; dedicated healers merely have the benefit of the best exchange rate.

Uh, I don't really know where I'm going with this, now. Guess I'm just musing. Hm.

this is what i need help with: mp regeneration in rm2k

i don't think it'll help. at first i thought i could circumvent it by increasing the mp cap in battle, then using a battle event to drop it to 100 if it overflows, but that didn't really change anything. i'm pretty sure that if there's no way to force the regeneration tick to the end of the round, then i'm hooped. :v

s'all good though, i'm already reworking the system to adapt to the changes. i'm early on so it's still a simple task. thanks for givin' it a shot though, bro

this is what i need help with: mp regeneration in rm2k

damn, i was afraid of that. i guess i'll have to find a way to make this work without mp regeneration... or maybe with regeneration but without caps. hmm!

thank you kindly for the prompt and thorough response! o/

this is what i need help with: mp regeneration in rm2k

so here's the thing: i'm trying to get as much out of the rm2k dbs as possible, and i'm trying to set up this system wherein each character starts the battle with 0 mp and regenerates a certain amount (tentatively 10) every turn. battle events make this look easy enough - one command, "Champ MP: 's MP 10 (Add)", set to trigger every turn ought to do the trick. most of the time it works fine, but i've encountered something of a glitch.

here's what i've observewd: if you start a turn with 90/100 mp and then cast a spell that costs 10, you will begin the next turn with 90. this is what i expected and what i wanted - you spend 10 mp, you regen 10 mp, you break even. beautiful. but if you start a turn with 100/100 mp and you cast the same spell, you wind up with 90 mp anyway when you ought to have 100. if you cast a 20-mp spell, you start the next turn with 80 instead of 90, and so on.

what i believe happens is this: the mp recovery is simply triggered at a poor time, namely between the end of the phase wherein you select your commands and the phase where your actions are executed. as a result, any mp regenerated on a given round that would take you over the 100 mp cap are simply wasted. this was what my first instinct was and my testing seems to corroborate this. you'll forgive me if this is obvious, it's my first time trying to work with battle events and i'm just figuring out the mechanics now.

so, uh, is there way to fix this and get mp regeneration working properly? perhaps a way to trigger commands at the end of each round, or perhaps another method of implementing it altogether? or will i just have to find a way to rework the battle system without mp regen?

thanks in advance, peeps \o/

Favorite dungeon music GO.

h-how dare you post dkc2 and omit mining melancholy, what blasphemy is this :<
http://www.youtube.com/watch?v=70jMX8qK7dY

and while we're on the topic of melancholy mines, let's throw this haunting gemstone on the pile
http://www.youtube.com/watch?v=mRCXjDQeHnU (final fantasy: crystal chronicles - in the gloomy darkness)

author=Jericho
valestein castle

oh god, i can't believe i forgot about ys3, that game is nothing but wicked dungeon themes. i prefer the snes version myself (i am not partial to electric guitars) but you have won my love just the same

a few of my favorites:
http://www.youtube.com/watch?v=qyFr_HSbdnc (clock tower)
http://www.youtube.com/watch?v=Q_YdtsAr-_g&feature=related (eldam mountains)
http://www.youtube.com/watch?v=4udktU6rgMA (lava pit)
http://www.youtube.com/watch?v=u_NT0DyllDk&feature=related (outside of area)

Favorite dungeon music GO.

author=Despite
Soul blazer takes the cake:

http://www.youtube.com/watch?v=s7mg46Kzols
yes every soundtrack should use synthetic slap bass-like sound as lavishly as soul blazer
http://www.youtube.com/watch?v=hbwx0Gvxl5w (soul blazer - ice fields of laynole)

this tune would be pure magic to me if i hadn't spent so much time lost in that damn jungle
http://www.youtube.com/watch?v=lif289qdN9o (legend of mana - earth painting)

i'm not really a sakuraba fan but he has done some fine work and here it is
http://www.youtube.com/watch?v=q5d1rrbNo3o (golden sun - venus lighthouse)

i always feel a little unoriginal posting final fantasy tunes. but
http://www.youtube.com/watch?v=QutVILpq3dY (final fantasy 7 - mako reactor)

i think this really captures that rousing "this is it let's go fight the final boss" feel, even though you fight it (er, them) five minutes into the game
http://www.youtube.com/watch?v=GzBsFGh6zoc&feature=related (lufia 1 - fortress of doom)

EVENT: Quilting Time! Round 1



apologies for the hold-up
frankly i blame k-hos!

[MAFIA] The Salem Witch Trials of November

i assure you my inactivity is due to some sudden irl turbulence, not some foul attempt at eluding attention (it's long been established that, if anything, remaining quiet just makes you more conspicuous). i am up to date on the events of the game but have little to contribute at this time other than /lynch yellow magic

i will active the fuck out of this thread on day 4. cross my heart and hope to die wait shit no

[MAFIA] The Salem Witch Trials of November

2. The cop now needs to spend a night investigating you instead of a potential witch.
that's silly, why should the cop do that? no witch would be dumb enough to claim that role. as long kitsune's partner confirms him and nobody tries to counter-claim, there's no good reason to believe he's scum. investigation was never part of the plan.

edit: i agree with the post below.

[MAFIA] The Salem Witch Trials of November

post=Little Wing Guy
I think really, The Brothers don't want to come forward because they haven't had a chance to talk to each other in private yet, they both should agree if they want to reveal themselves.
i hope you're right. my worry is that they're holding back out of fear that it'll attract the witches to them. which would be understandable, i guess, but mostly it'd just be selfish.

also: ohno i like you quite a bit