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chaim79

Basic RPG stats usage

32 posts in this topic

quote:
Original post by Anonymous Poster
quote:
Original post by TechnoGoth

Your Female character trying to pursuade the male guard to let you pass. Thats head beauty + torso beauty + speaking skill.SPAN>


Nah, beauty + female = guard is desperate?



beauty + female + !(clothing) = guard let pass
or
beauty + female - clothing = guard let pass
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>> (I cannot EVER stand the magic system in DnD, for instance. I have, ever sicne this game existed, and to this very day, thought it was uber crap. Which is unfortunate as some of the spells I find really nice :-7 )


We''ve used a type of Spell Points system since before Advanced DandD was released. Now you can cast any spell that you have spell points for and have learned at least once somewhere. There are some other rules like schools/domains and such but this isn''t the place for that discussion.
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I''m not too fond of the traditional MP concept. It seems to be an entirely front-loaded strategy, where you have to make the strongest magic attack availiable otherwise you run the risk of the enemy surviving, and using their turn. Plus, its more often then not a non-replenishable supply, making the dynamics mostly item based. I think thats something that should be rethought.
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quote:
Original post by Inmate2993
I''m not too fond of the traditional MP concept.


Unfortunetly it''s been around so long that most gamers simply take it for granted.

I am rather curious though as to what you would use in replacement? Would you do like the Balders Gate game and make it where you can only use so-many spells in a day? (and having to preselect them) Or would you use some other method of making the spells ''cost'' something (to keep people from just casting spells in all battles)

Erik of Ekedahl



I am a madman running through the halls of computer latency, freeing the dark-suckers from their pedistals of atrophy... man I need some sleep.
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MP isn''t exactly a bad idea, just it doesn''t work very well left alone. As a metered resource, yes, it works just about perfectly. 3 cure spells cost the same as a fire spell. The problem is the means of recovery is usually overlooked. In my experience, you can recover MP only two ways.
1) An item thats typically both expensive and rare.
2) Spend a night at an Inn.
Maybe if you frequently hit inns, this scheme works, but what about a game thats designed without Inns? Or, designed that inns aren''t conviently located everywhere.

If you look at a Zelda game, more often then not, killing an enemy rewards you with a little green bottle that recovers some MP. Great! Problem solved. Just make enemies that reward the player with magic. And it doesn''t have to be one of the standard items, it can be dished out the same way EXP is.

As for alternatives, theres always a recovering meter based on a stat. That is to say, each round of combat (or unit of time), the meter is filled according to the stat. As the stat gets larger, less expensive spells can be used more frequently and it doesn''t take as long to access higher order spells.
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Instead of MP, you could have:

1) stamina - Every time you cast a spell it drains the character physially and mentally. Making them tired and weak, decreasing their overall effectiveness.

2) Mystical currency - stones, crystals, pixi dust whatever, magic is small tradeable commodited that is expended whenever a spell is cast and can also be used to forge magic items.


-----------------------------------------------------
Writer, Programer, Cook, I'm a Jack of all Trades
Current Design project
Chaos Factor Design Document



[edited by - TechnoGoth on February 16, 2004 1:50:16 PM]
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Tha magic currency idea sounds good actually. But like I said, it''d have to be in constant replenishing. Also, I noticed something while playing Zone Of The Enders 2 recently, that I was more free with the Subweapons because the gauge because it had that constant replenish and was limited to a maximum (i.e. I''d be wasting it if I didn''t use it). The first game had a per weapon limitation, and I never used the weapons considering the ammo was scarce.

So, a magic currency with a limited wallet. Can''t hold more then 5 Firebrand Sigils.
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What you think of a system where MP cannot be replennished by items, only by a stat of MP/time regeneration? Also with less "spell" and more "effect" magic? (ie, an effect spell that costs 2mp per minute and increases Health regeneration by 5hp per minute; or a weapon effect that ''drains'' hp from your apponent and adds it to your hp, and costs 5mp per hit, etc)

I am playing around with an RPG game that is kinda combined with RTS style fighting: max of 6 in party, 360 degree movement, 3D map, actions costing points (magic points/action points), mp/ap can be used any time, mp/ap generated over time (start with nothing or only a few mp/ap) Not sure I''ll finish the game, but I''m playing around with it anyway.

Erik of Ekedahl

I am a madman running through the halls of computer latency, freeing the dark-suckers from their pedistals of atrophy... man I need some sleep.
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