So with the official supporting of PC RPGM here I figured I should think about getting XP/VX. And that got me thinking about game design again. I posed this question to myself-
While staying in the classic side by side turn based system, but assuming freedom otherwise, what would be a unique twist to battling?
I came up with the Area Effect system.
In a nutshell -
The main dynamic of battles is the ongoing effect. There can only be one at a time. Many spells are related to causing or otherwise influencing Area Effects. Many of the "traditional" spells (say, fireball), are contingent on a certain Area Effect in play. Another key part is the magnitude of the effect. An example from my tentative game idea-
Also, do note the normal rehashed element system will not return. It's Bright and Dark as principal foes. Spirit, the mana system, can be the Area Effect and recovers both light and dark spirit. There are also the anti-effects, Salamander for health and Mal for spirit, that drain most unit types. Then, there is Dys, the demonic weapon, which drains spirit and health from all units except Demons (who heal, making Dys the ultimate weapon for them) and Animus warriors (who are not affected by any Area Effects).
There's more in my notebook, but I thought I'd get feedback on the concept before I beat you all with walls of text. xD
While staying in the classic side by side turn based system, but assuming freedom otherwise, what would be a unique twist to battling?
I came up with the Area Effect system.
In a nutshell -
The main dynamic of battles is the ongoing effect. There can only be one at a time. Many spells are related to causing or otherwise influencing Area Effects. Many of the "traditional" spells (say, fireball), are contingent on a certain Area Effect in play. Another key part is the magnitude of the effect. An example from my tentative game idea-
Rorick uses Bright Star Magnitude One!
Area Effect: Light Level 1
(Rorick and Amelia immediatley heal a small bit of life, while Malficient takes a small bit of damage)
Amelia uses Bright Blade!
(Amelia receives an attack buff. Then both Rorick and Amelia heal a small bit of life again. Malficient also takes a small bit of damage again.)
Malficient uses Dark Wave Magnitude Two!
Area Effect: Dark Level 1
(Amelia and Rorick take a small bit of damage, Malfcient heals a bit.)
Rorick uses Bright Star Magnitude One!
Area Effect: Clear
Amelia attacks!
(The Bright Blade buff applies based on the buff at the time it was used - so, one turn. However, it lasts regardless of Area Effect changes in the interim.)
Area Effect: Light Level 1
(Rorick and Amelia immediatley heal a small bit of life, while Malficient takes a small bit of damage)
Amelia uses Bright Blade!
(Amelia receives an attack buff. Then both Rorick and Amelia heal a small bit of life again. Malficient also takes a small bit of damage again.)
Malficient uses Dark Wave Magnitude Two!
Area Effect: Dark Level 1
(Amelia and Rorick take a small bit of damage, Malfcient heals a bit.)
Rorick uses Bright Star Magnitude One!
Area Effect: Clear
Amelia attacks!
(The Bright Blade buff applies based on the buff at the time it was used - so, one turn. However, it lasts regardless of Area Effect changes in the interim.)
There's more in my notebook, but I thought I'd get feedback on the concept before I beat you all with walls of text. xD

). It also acts as a huge Spirit buff. So Mal units are really just hosed. xD

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