I've got a decent baseline skill system for my XP game, but I want to mix it up a bit, and I'm torn about how to do it, so I'm hoping you guys can chime in with some great advice.
Guess I should give a bit of background into the system first: most of the people in the story are magi, and therefore spells are the heart of your repertoire. You can attack enemies with weapons too, of course, but they pale in comparison to the effects of your magic. The main character gets spell points as he accomplishes goals, and uses them to buy spells and other buffs on a "skill tree". The other playable characters gain their spells and skills as they level up in battle or their relationship with you grows.
Each character has HP (health), MP (mana), and AP (adrenaline) - adrenaline points are gained each turn in battle, and are forfeited at the end of battle (similar to SP in Skies of Arcadia, but not shared by the party). Your spells can be cast using either MP or AP - you'll want to use AP if possible, since MP can only be restored by getting a good night's sleep or using expensive special items. Of course, MP doesn't need to be built up over time, so it can be used to fire off spells immediately if the battle looks too tough. Spells can be used outside of battle using MP - even attack spells can be used to solve puzzles or find extra goodies.
I'm using a bunch of scripting on the spells to make sure they're varied and interesting, but to mix things up even more, I want to add a couple of characters that don't really fit the mold at all. Problem is, I feel like they're either going to destroy the balance I've got in place for my magi, or they're going to feel too much like the magi in playstyle.
One character has no magical powers, but is an experienced martial artist. I don't really think it would make sense for her to have MP, so that just leaves AP for skills. I was having a hard time figuring out a way to compensate for that. I thought maybe I'd make her attacks more powerful, and more importantly, make the skills considerably cheaper in AP cost than most characters' spells (and just a little less powerful), so you could chain them together early on rather than waiting for your AP to build. But aside from balance issues, I also have no idea what to do as far as use of her skills outside of battle, since she has no MP.
Another character is a faerie, and so her entire essence is magical. Made sense to me that she'd always be casting spells from her MP pool, but that left the question of how to work the mechanic, when MP is normally so hard to restore. At first I thought she could regain some after each turn or battle - but that would be tough to balance and might be too similar to the AP mechanic. Then I thought maybe simply make the MP cost of her spells much cheaper - she'd be great for short, tough treks; not so good for longer ones. Now I'm thinking maybe allow her to learn a few "free spells" (0MP cost; slightly more powerful than regular attacks) to use anytime; she'd also have powerful "normal" spells but the drawback is that she cannot cast them using AP. But again, I'm not sure what to do about the use of those free spells outside battle; seems broken.
So, I'd love to hear any suggestion you might have for me. Nothing's too big (or small) of a change - whether it's balancing, restricting, or completely reworking the way I'm doing things here - or even coming up with a character with a completely different playstyle altogether.
Guess I should give a bit of background into the system first: most of the people in the story are magi, and therefore spells are the heart of your repertoire. You can attack enemies with weapons too, of course, but they pale in comparison to the effects of your magic. The main character gets spell points as he accomplishes goals, and uses them to buy spells and other buffs on a "skill tree". The other playable characters gain their spells and skills as they level up in battle or their relationship with you grows.
Each character has HP (health), MP (mana), and AP (adrenaline) - adrenaline points are gained each turn in battle, and are forfeited at the end of battle (similar to SP in Skies of Arcadia, but not shared by the party). Your spells can be cast using either MP or AP - you'll want to use AP if possible, since MP can only be restored by getting a good night's sleep or using expensive special items. Of course, MP doesn't need to be built up over time, so it can be used to fire off spells immediately if the battle looks too tough. Spells can be used outside of battle using MP - even attack spells can be used to solve puzzles or find extra goodies.
I'm using a bunch of scripting on the spells to make sure they're varied and interesting, but to mix things up even more, I want to add a couple of characters that don't really fit the mold at all. Problem is, I feel like they're either going to destroy the balance I've got in place for my magi, or they're going to feel too much like the magi in playstyle.
One character has no magical powers, but is an experienced martial artist. I don't really think it would make sense for her to have MP, so that just leaves AP for skills. I was having a hard time figuring out a way to compensate for that. I thought maybe I'd make her attacks more powerful, and more importantly, make the skills considerably cheaper in AP cost than most characters' spells (and just a little less powerful), so you could chain them together early on rather than waiting for your AP to build. But aside from balance issues, I also have no idea what to do as far as use of her skills outside of battle, since she has no MP.
Another character is a faerie, and so her entire essence is magical. Made sense to me that she'd always be casting spells from her MP pool, but that left the question of how to work the mechanic, when MP is normally so hard to restore. At first I thought she could regain some after each turn or battle - but that would be tough to balance and might be too similar to the AP mechanic. Then I thought maybe simply make the MP cost of her spells much cheaper - she'd be great for short, tough treks; not so good for longer ones. Now I'm thinking maybe allow her to learn a few "free spells" (0MP cost; slightly more powerful than regular attacks) to use anytime; she'd also have powerful "normal" spells but the drawback is that she cannot cast them using AP. But again, I'm not sure what to do about the use of those free spells outside battle; seems broken.
So, I'd love to hear any suggestion you might have for me. Nothing's too big (or small) of a change - whether it's balancing, restricting, or completely reworking the way I'm doing things here - or even coming up with a character with a completely different playstyle altogether.






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