ZETERZERO'S PROFILE

SO much to tell...but there'll be time for that later. SO for now the basics.
I'm a Christian, I eat lots of red meat, I drink gallons of sweet tea, I love Japanese kid shows about guys in silly suits kicking each other until the bad guy explodes, I'm super picky about my vidya games, and I spend way too much money on action figures. I also write...what depends on my mood. Actually that covers a lot of it. Go figure.

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Amount of Magic in Fantasy


author=Desertopa
author=LightningLord2
In defense of in-battle healing, it is usually necessary because combatants deal very high damage relative to their health, which makes healing needed to keep the battle from being over in a few turns. Also, it is your only answer to damage in turn-based games usually as you can't prevent your opponent from dealing damage in most games.
Well, yes, characters usually receive very high damage per turn relative to their total health, in games where the combat is designed to account for in-battle healing.

The reason I'm interested in systems that do away with in-game healing isn't because I particularly hate in-game healing as a mechanic (although it does seem pretty silly if you try to portray it in any context other than video games. Imagine any movie based on a video game showing the protagonists fighting powerful enemies by getting wailed on and healing themselves over and over.) It's because doing away with it basically forces you to do something significantly original with your game's combat tactics.

You should check out the Fire Emblem series if you never have before. While they do have in game healing you have to be VERY careful about when and where you use it as your healers often tend to be squishy, usually can't counter attack while equipped with a healing staff, and use an entire turn to do said heals. It is a tactical based rpg, true, but in my opinion it is the best of its sort out there. Might just be up your alley.

As for magic in games I guess it all depends on a lot of factors including function, lore, and how game breaking it is. I think something out of the ordinary should be present in anything that deems itself fantasy but I'm more excepting of some things than I am others. For instance I am not a fan of the magic system in Dark Souls, but I love the weapons system. They fixed the "magic" system from Blood Bourne in a way I think works better, but at the same time there are some abilities I won't use due to lore reasons or what I have to do in order to get them. Of course this is me as a player and my personal gripes, but I prefer a lightning spear to shooting bolts of lightning from one's hands.

Amount of Magic in Fantasy

author=Desertopa
I personally like the idea of an RPG without magical elements, which separates characters' abilities into "techniques" and "armaments." Characters become progressively more versatile through accumulation of techniques, but have limited space in which to carry auxiliary weapons like crossbows, flails, naphtha grenades, etc. Combined with real-time combat and mobility over the battlefield (as in the Star Ocean games, for example,) distance, timing and area become as important to the value of abilities as damage, cost and weakness exploitation.

Also, since the mechanics enable tactics involving outright avoidance or control of the enemies' ability to effectively attack your characters, it becomes more practical to minimize or eliminate the role of in-battle healing (something that generally doesn't make a lot of sense without the invocation of magic.)


I get where you're coming from with this, but it does nip at the heals of action game territory, which is in no way a bad thing. Quite a few modern RPGs have begun embracing more action based combat, though I'm not sure that in battle healing will ever go away. Now having a character that acts as a medic and takes a short amount of time to patch up another character could work well in a party style situation. Of course at that point you could end up with combat becoming one fighter distracts the monster while the other attacker gets healed and the two switching places until the battle is over.

I am write now, yes?

author=kentona
Dreams are for the young.


Welcome to RMN!


Thanks. And yes I do tend to disappear for days at a time. I'm fun like that.

Amount of Magic in Fantasy

author=Crystalgate
What we get then is an RPG that doesn't have magic, but is instead more focused on martial skills.


You have a good point, expanding the skills of non-magic class types/characters is certainly a way of giving them the same effects of magic in game without there actually being any. Of course doing so could take most of the fantasy out of the game, but then RPG's don't have to be fantasy based at all, just look at Earth Bound. Errr, maybe not the best example, but you get the idea. There is also the option of Mundane Vs Fantasy in a game, with characters akin to what Crystalgate is describing being forced to deal with monsters and magic useing nothing but skill and wit.

I am write now, yes?

There is a need to let people know how skilled and committed you are to your goals, certainly. Most of the time to make your dreams come true though you have to be willing to focus on someone else's dream first. Helping out someone else to make their vision a reality is likely one of the best ways to get yourself noticed by others.

[writing] Heart Thread

Great Granny Valentine. I like it.

Amount of Magic in Fantasy

author=LightningLord2
I like this idea - instead of giving mages more physical stuff, you can give the fighters more magic (or, in that case, fun inventions)


Yeah, more or less. The idea originates with how they handled "magic" in Bloodborne and some of the weapons used in Hyrule Warriors, like the magic rod. (amongst other sources including Fairy Fencer, a game I'm not interested in playing but love the art style and part of the background of the weapons.) There would still be room for intellectual types as well since they would use their items/artifacts differently from how a warrior would. This would still allow for a class style system without making any one character type more OP than another.

These scholars have staffs that shoot fire? What a bunch of stereotypes. Good thing I have this armor that can be adjusted to different types of elemental defense on the fly by switching out the crystal in the chest plate.

That guy is immune to our fire attacks and is way stronger than we are physically! Fear not brothers, I know how to super heat the air around him to make it harder for him to breath!

Hard...to breath...can't act as quickly as normal.

Don't worry fellow party member, your resident chemist has a tonic that will replenish your body's oxygen supply. Though usually it's used to help you hold your breath for longer it should work just fine in this situation to.

Awesome I'm back in the game! Thanks chemist, now to teach these guys a lesson about playing with fire! Just be ready to heal them when I'm done.

Okay so I may have over done it on the scenario, but I love it. Stuff like that would also allow for more forethought and strategy even from classes that would typically be considered meat heads or single purposed.

Whatchu Workin' On? Tell us!

author=Aegix_Drakan
Soo...the Write A Game contest has started.

I'm trying to crank out a really really short story-based dungeon dive for it.

On one hand, I'm glad that the time limit for their judging is 20 minutes because it means my game has to be really short...

On the other hand, anyone who's played my stuff knows I like to put the plot, lore and characters on a slow boil. :s I'm not sure how much I can pack into just 20 minutes... XD


Write a game? Do tell where one can look upon such a thing and potentially throw words at it.

[writing] Heart Thread

Prayed for ya, it'll work out. Love is a big subject to write about but it is totally doable. The real trick is to feel it so my suggestion is listening to music that connects with the particular form of love you're trying to write about. Ummm give me a sec...

Here's one about family. Mother, son, and grandma to.
https://www.youtube.com/watch?v=65B1eaTjtJk

Just an example of what I mean. Also don't forget the concepts of "love for one's people and culture". It's similar to the love of home but possibly on a larger scale that runs deep. For instance a person who hasn't been back to their home city in years might be at first troubled by how much has changed but the sights and sound suddenly start reminding him that he is indeed back in his element. Or something like that. God bless you and your projects, Lord knows we all need the help...

I am write now, yes?

author=ResidentEcruteak
Welcome I guess...

Writing is something I haven't done too much - until I was forced to as I started making a game - so it's nice to see people who know how to write. Maybe you could make a tutorial or something...

I'm also christian btw.


Neat. I should try writing some kind of tutorial, maybe even one that doesn't sound like a rant. I rant real good. Truth be told writing for me is WAY easier than programming, but part of that is probably because I've been doing it for so long. God gives us each a gift, maybe writing isn't yours but something else is. If that is the case than finding someone to work with who can write and help plan out stories, events, characters, etc. is vital to make a game work. Of course story can come second to game play and vice versa, but with RPGs there really needs to be a balance. Thus a two or three person team is a good idea for this sort of thing: Writer, Programmer, Director. (The latter of which acting not just as a leader but as a buffer between the other two.) Of course this is coming from a guy who has never worked on a game and is just going by what he assumes...like I said I rant good.
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