LIGHTNINGLORD2'S PROFILE

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Hard to Choose: Engaging Monster Parties 101

My favourite kind of monsters that start out weak and can only use a basic attack, but eventually transform into powerful enemies with a power ranging from Elite to near-miniboss. They are accompanied by things that throw out statuses, which means you either face powerful bruisers or be crippled for the fight against regularly strong enemies.

Gearing Up and Pace of Distribution

However, just because a power-up is numerically better doesn't mean you should use it over your old one - for instance, if I'm a spellcaster, I don't want to equip something that boosts my physical damage and would rather stick with the thing that gives me more mana.

Disgaea also has a nice equip system similar to this - you equip one weapon (which not only can give you widely customizable stats and bonuses, but also determines the physical skills you can learn and use) and three non-weapon items (bar consumables). Also, you can enter every item's Item World to level it up (boosting the stat boosts of the equipment and improves the healing/stealing effect on fodd items/hands).

So you say your game has strategy

Mages already have the cool gimmick of having an entire library of spells they can launch at the enemy. It's the Warrior who can only Attack, Defend and Use Items.

So you say your game has strategy

If the game is attrition-based, it might be bad that the player can't try out different tactics because he doesn't have the resources for that.

So you say your game has strategy

Most such bosses that require highly strategic thinking have the convienient trait that you can level up to make the fight easier. It's the ability to grind levels that makes difficulty levels in RPGs redundant.

Most underated RTP character

The mage girl with pink hair is called Carol. But I like the blue-dressed girl with the glasses the most.

Button Mash - Forcing the player to use different skills

An interesting take on changing up strategy is giving the AI the ability to learn - which is, for instance, that if you use magic very often to attack, the enemy will be more likely to cast Reflect. Also, if you buff often, he'll dispel more likely and so on.

Game-play functionality

Well, the Shin Megami Tensei games handle the random death chance on the MC (and the following Game Over) by 1. Making the instant-kills resistable (with possibility to be immune) element types and 2. Comsumables that block an instant-kill once automatically and 3. A Spell that voids instantkills in the turn it was cast. So a random chance to instantly gameover isn't bad if it is avoidable.

Creating fun random worlds (long)

Well, for my personal enjoyment, I see random dungeons as pointless because despite their re-arrangement every time they still manage to look the same as before. Also, they don't allow for highly creative puzzles and the like unless you make a freakishly super-high-tech dungeon generator.

Creating fun random worlds (long)

I think random maps are mainly useful for roguelikes or other games that thrive on their unpredictability. For an otherwise normal RPG, I don't recommend it, because:
1. Random dungeons look either really bland (copypasta decoration and rooms) or really wierd (when those objects are all over the place, that's not necessarily bad, though).
2. A bad randomization error can generate very frustating or flat-out impossible dungeons.
3. They're wierd to explain when there are non-random dungeons too - you don't always have giant earthbending badgers around to change the pathways.