Posted March 10, 2017
If there's going to be durability, I prefer it handled in a manner similar to the way SaGa 1 and 2 or most Fire Emblem games handle it.
Specifically, nearly every weapon has a number of times it can be used; this number is displayed right next to the item name in every menu, so you can easily keep track of it. Also, it's a precise number, so you don't need to guess how many uses a weapon has remaining.
Also, this works best if there isn't an obvious escape from the durability system. In SaGa Frontier 2, for example, you can get around it by using magic as your primary means of offense; unlike most games, magic is something you can use as your primary form of offense, while physical attacks need to be conserved.
With this durability system in place, there are some interesting things you can do. For example:
1. You can create powerful weapons, but limit them by durability. For example, in SaGa 1 and 2, there's the Glass Sword, which is powerful but will break after one hit (or, at least, it's supposed to, but SaGa 1's English version (Final Fantasy Legend) messed it up, giving that weapon 50 uses instead of 1), as well as Nuclear Bombs, which are also single use but powerful (and they even hit all enemies at once). Meanwhile, there are weapons like SaGa 2's Gungnir Spear, which hits an enitre group for lots of damage, but has only 30 uses before it disappears.
2. Spells can be treated like equipment. This gets rid of the problem of most RPGs making it easier to make a physical attack than to cast a spell. You want a Fire spell? Well, here's this magical book that allows you to cast it. Use it like a weapon, and you can cast the spell 30 times, but then it will break and you need another.
3. You can do interesting things with the mechanics. For example, in SaGa 1 and 2, the fewer uses remaining in a martial arts attack (like Punch), the more damage it does, and you also get a triple damage attack with the final hit. This creates an interesting dynamic where you need to use an attack for it to become strong, but then you need to conserve it so it doesn't break too soon.
Specifically, nearly every weapon has a number of times it can be used; this number is displayed right next to the item name in every menu, so you can easily keep track of it. Also, it's a precise number, so you don't need to guess how many uses a weapon has remaining.
Also, this works best if there isn't an obvious escape from the durability system. In SaGa Frontier 2, for example, you can get around it by using magic as your primary means of offense; unlike most games, magic is something you can use as your primary form of offense, while physical attacks need to be conserved.
With this durability system in place, there are some interesting things you can do. For example:
1. You can create powerful weapons, but limit them by durability. For example, in SaGa 1 and 2, there's the Glass Sword, which is powerful but will break after one hit (or, at least, it's supposed to, but SaGa 1's English version (Final Fantasy Legend) messed it up, giving that weapon 50 uses instead of 1), as well as Nuclear Bombs, which are also single use but powerful (and they even hit all enemies at once). Meanwhile, there are weapons like SaGa 2's Gungnir Spear, which hits an enitre group for lots of damage, but has only 30 uses before it disappears.
2. Spells can be treated like equipment. This gets rid of the problem of most RPGs making it easier to make a physical attack than to cast a spell. You want a Fire spell? Well, here's this magical book that allows you to cast it. Use it like a weapon, and you can cast the spell 30 times, but then it will break and you need another.
3. You can do interesting things with the mechanics. For example, in SaGa 1 and 2, the fewer uses remaining in a martial arts attack (like Punch), the more damage it does, and you also get a triple damage attack with the final hit. This creates an interesting dynamic where you need to use an attack for it to become strong, but then you need to conserve it so it doesn't break too soon.