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    A question about spell costs


    Hello. I am new to the forum, though I've had RPGM3 since August. I've been working, and a question has come up. I'll ask it here in case anyone has an answer. Please let me know if this insn't the right place to ask them.

    I've been wondering about how much a given spell or skill should cost. With the system I have is this: for Attack and Restore spells, doing or healing 50 HP costs 10 MP or HP, and Enhancing/Disabling spells cost 10 MP or HP per 10 stat units raised or lowered (the cost is doubled for spells or skills that affect all members of either party). Adding a possibility of poison, stop, or slow status changes adds 5 to the cost (10 if the spell affects the entire party), as does making one vulnerable to or immune to those effects. 10 is added if the attack can instantly kill a target, and automaticly slowing a target costs 30 MP or HP.
    I imagine stats of the casters would help so I'll state them: characters average 30-40 STR, 0-30 MATK, 20-30 DEF, 15-30 MDEF, 30-50 AGI, 400-500 HP, and around 90 MP at start. Monsters ussually have higher STR and DEF, andaround 150-250 HP and 50 MP.
    I want to know how good the system is, or if I should make any changes. I would apprieciate any input.

    And while I'm still typing, I like to know where I should post any ideas for stories that I want input on. Thanks.

    #2
    Re: A question about spell costs

    The best way to tell if a system is balanced is to set it up, then just test it. If something doesn't work (and you should probably expect things to not work), you change it until it does work.
    .

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      #3
      Re: A question about spell costs

      It sounds like you have a fairly good system. Thing is, how many MP/HP are the characters supposed to have when they get the skills? I suggest that when it comes to balancing the game you adjust the costs rather than MP per level value unless if you feel you need dramatic changes.

      As for posting stories, this forum is a good place to present RPGM3 ideas, though you'll get more input probably from the RPGM General forum.
      Last edited by tjoris9; 02-27-2007, 10:33 PM.

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        #4
        Re: A question about spell costs

        About how much HP and MP the characters have, I use a system where I have the gain-per-level stats at, say, 20 for HP and 7 for MP, but I make the characters Lv 9 or higher. I also removed the EXP thing altogether, and had characters level up only after boss battles. generally, I have characters learn 20 MP cost spells (it's usually higher - ice spells have the stop status change, and ice enhancing spells make the target immune to stop status), at Lv 11, and 30 MP spells at Lv 13 or 14. Also, I probbably should have mentioned that the main character has MP Restore as a special ability. Thanks for the input.

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