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kohlrak: Meanwhile, i think weapon maintainence is a reasonable limitation to a melee character's simplicity. If all you do is buy armor and poke with your sword, it becomes way, way too easy to play vs playing as a mage (which always seems to be the hardest class to play in a game) or an archer. I think the tanky classes have long deserved a bit more complexity and depth. The purpose of damage mechanics isn't necessarily to limit the number of attacks such a class does, so much as offset their economic advantage over mages (who have spells to buy way more expensive than armor, and often mana potions) and archers (who often have to buy arrows). Tanks never really seem to need any maintainence, otherwise, which is why things always seem to be unbalanced in their favor outside of combat.
Giving durability to everything is one way to deal with this.

Interestingly enough, SaGa 1 and 2 are rather interesting in terms of the economy balance for different races.

Specifically:
* Humans solely rely on items that you need to buy or find. If you want to keep doing good damage, it's going to be expensive (though less so with spells in SaGa 2 once you reach the point where 6800 kero for 30 casts isn't a big deal). In SaGa 1, you also have to pay for stat boost potions (though money ceases to be an issue later). (Worth noting that, in SaGa 2, Humans do have the highest potential of any race, but with this plus slow stat growth, the game isn't as fun if you put too many into your party.)
* Espers (mutants in FFL) will randomly learn abilities, and in SaGa 2 start with an offensive ability that hits all enemies. This gives them a free offensive option right from the start, and they still have the option of spending more to use more powerful attacks (spellbooks are more powerful than the corresponding skills).
* Robots (SaGa 2 only; they exist as enemies in SaGa 1 but aren't playable) regain weapon durability when they go to the inn. So there's an upfront cost (though less so later when you find items you can't buy that of course go to your robot), but you don't have to pay more to maintain them.
* Monsters don't cost anything. In fact, in an all monster party, the only thing to spend money on is inn trips (though they're free if you heal first, and the inn will restore the skill's uses) and on potions to use outside of combat.
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kohlrak: I think you have an interesting point, there: there's too many games out there where you're the sole character and you can't build a team.
I'm quite fine with that.
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kohlrak: Recruiting independently thinking AI needs to be a thing in more games.
Oh, please no. AI companions *shudder* If you must have a party, make it be fully player controlled.
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kohlrak: maybe I shouldn't have it all on one playthrough.
Seeing as I never replay games, not having it all in one playthrough means completely missing out on stuff. Definitely don't want that.

But this topic sure went waaaaaay past the original question. And I'm butting in, considering the in depth discussion you two are having. So I'll leave you to it.
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kohlrak: The trick is, is it, as you said, actually integral or is it tacked on as a gimmick? And, is it intuitive? People don't sit there playing morrowind thinking about when their sword is going to break, and then it does. Naturally, this doesn't feel right at all. If your sword is being used to hit alot of hard targets, maybe it should slowly get duller and duller, prompting you to sharpen it, rather than completely breaking on you without warning. Maybe if the handle's getting loose from all the hard object beating, maybe it should make some noise or feel wobbly or something to properly warn that something's wrong.
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dtgreene: One problem, however, is that it's possible to escape the durability in TES games, if you just use bare hands, spells (especially in Oblivion where Magicka regenerates on its own), or bound weapons. SaGa Frontier 2 also has this issue, with there being weapons that never break, and spells in party battles not using up durability. (SF2 even has a mechanic that makes it possible to use your strongest spells in every fight; with that said, physical attacks do end up doing more damage than spells, so the usual situation is inverted here.)
Bare hands would naturally be weaker than with a weapon, and should be, both from realism and gameplay: why would we use weapons if our hands are cheaper and suffice? And i never understood why monks did more damage empty handed than a fighter with a sword. Given their huge HP boosts making them almost tanks themselves, rather than physical DPS, it seems really unbalanced. I quit using these tanky characters for that reason in final fantasy. IMO, having some heavy gauntlets should make you do more damage than bare handed, which is a great tool for the empty handed people, as well as a knife which would employ largely the same movements. Those would all take the durability costs, though. There should always be a tradeoff.
As I said before, if weapon durability is in the game, it should either be there as a limiting factor in a way that's strategically significant (a criteria that TES fails to satisfy), or not be there at all.
Absoltuely. I think a weapon should always be repairable, though.
By the way, one rather interesting use of a durability system: In SaGa 1 and 2, martial arts (like Punch) do more damage when they're low on uses, and the final use does triple damage on top of that. (There's also the Glass Sword, a really powerful weapon that has only one use (except in Final Fantasy Legend, where they goofed when translating the game), and which also shows up in the Ultima series.)
I always hated those, because you never know when to finally use them.
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kohlrak: Odds are, though, that you're not going to just charge at a dragon with a fresh character.
Not even a baby dragon?
Perhaps depends on the breed (maybe not all dragons breath fire). Might not be wise, though, as said baby dragon might have family nearby. But how likely are you to see a baby dragon? Why would a baby dragon leave the nest? If you're near dragon nesting grounds, you must be prepared for a battle with dragons, otherwise you're on a suicide march.
SaGa 2 actually has a baby dragon as one of the starting character choices (and that choice has the advantage of allowing you to get a Sprite, which is a good spellcasting monster, early). Furthermore, a female esper (mutant in FFL2) starts with the exact same breath attack that the baby dragon has.
(If you're going to restrict things like breath attacks to certain species, how about making such a species available for the player character?)
I actually implied as much. Games with "polymorphing" usually allow such. But i had, indeed, stated that polymorphing was an option for the player character. If you want an idea what i'm imagining, look at nethack. Now imagine there is alot more skills, alot more freedom, and an open world instead of a singular dungeon. I want to expand on nethack and make a living, breathing world like minecraft, complete with building mechanics. Nethack has alot of nice ideas in it, but it's natural roguelike push to force you towards the goal via things like making it hard to keep fed early on just creates this huge barrier to entry and also greatly restricts freedom. However, it still offers more freedom than really any other game i've played. I think a nice open-world nethack, with the constant danger toned down a bit, would provide a good solid foundation for quite complex interactions and adventure.

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kohlrak: A jack of all trades fills a role of 1
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dtgreene: I sometimes like putting jack of all trades characters in parties.

Take, for example, the Final Fantasy 3 remake. In this game, Red Mages are actually quite useful throughout, while not making other classes useless:
* They can use some good equipment. This includes Excalibur late in the game. They do have an equipment drought around mid-game, but the ability to use shields can help if you're not using physical attacks (25% damage reduction). No Ragnorak, and stats aren't as good, but still usable as a physical attacker end-game.
* They can cast spells, most notably healing spells. This includes Curaga, which is good enough for late-game emergency healing, particularly if my Devout is busy casting some other spell. Drawback is that they get so few uses of the spell, and don't get the even more powerful Curaja (or Arise, for that matter).

(Certainly not anywhere near as powerful as the Hero in Dragon Quest games, but still a better caster than DQ3's hero before the ultimate spells show up.)
But that's a whole other type of jack of all trades. His jack of all trades is a God character that simply isn't limited. A red mage is a nice way to bolster a role that's weakened or disabled for one reason or another. But the suggestion is to allow characters that are jack of all trades to have the skill to the degree that they can replace the specialized roles.
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kohlrak: Bare hands would naturally be weaker than with a weapon, and should be, both from realism and gameplay: why would we use weapons if our hands are cheaper and suffice?
In SaGa 1 and 2, martial arts (Punch in particular) can be useful early in the game, as it will run low on uses faster than your stats will improve, and they do more damage when low on uses. In the long run, however, you're better off switching to stronger weapons later in the game when your stats improve. (Incidentally, in original SaGa 2, robots can't effectively use martial arts, making them only good for the AGI boost they grant robots when equipped; this was fixed in the DS remake.)

In Romancing SaGa: Minstrel Song, attacks that would have cost DP if they were weapon skills will cost LP as martial arts, and spending LP is more dangerous (at 0 LP, the character is removed from your party; if the protagonist reaches 0 LP, it's game over).

In SaGa Frontier 2, martial arts work better when you're low on WP, and there are no hybrid martial arts. You might want to use an actual weapon to get your WP down, since you can do more damage with it. Also, SaGa Frontier 2 has some weapons that don't break (quells and steel weapons), and there's also the fact that non-steel weapons provide anima, which is needed to cast spells. (Each spell requires that certain types of anima be present; for example, Life Water requires tree and water anima, which can come from weapons or accessories (and that one piece of armor that provides water anima).)


As I said before, if weapon durability is in the game, it should either be there as a limiting factor in a way that's strategically significant (a criteria that TES fails to satisfy), or not be there at all.
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kohlrak: Absoltuely. I think a weapon should always be repairable, though.
Even if the weapon is a nuclear bomb? How are you supposed to repair one of those after it's already exploded?

(Yes, both SaGa 1 and 2 have nukes.)
Post edited January 01, 2021 by dtgreene
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kohlrak: I'm curious: why would yo uwant to limit flare casting? Wouldn't it be easier to punish them for abuse by making it prohibitively expensive to spam, thus leaving them in the middle of a dungeon without magic?
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dtgreene: Well, using SaGa 2 as an example:
* Much of the time, there's no place you can buy them (aside from a shop that becomes unavailable once you turn in the owner). This means you have to be careful about using them.
* When you can buy these tomes late game, they're expensive, and if you use them on small enemy parties (particularly singleton enemy parties), you're going to be spending more money buying replacements than you earn from killing the enemies. Better to save those tomes for bosses, or (in the DS version especially) use them against those chain battles which can have as many as 50(!) enemies in them.
* Remember that SaGa 2 has no MP, so item durability is the *only* limiting factor.
* Also keep in mind inventory space: SaGa 2 has 16 slots of shared inventory (inaccessible during battle), and each character has 8 slots, which need to be shared with any special abilities (like the Robot's OPa/Po) they might have.
* Flare *is* the most powerful spell in the game.
You didn't actually address my two questions, though. You said you plan on limiting flare, and you declared how you plan on limiting it. I asked why you wanted to limit it in the first place, and why you didn't consider MP an option. I mean sure, do as you like with your game, but I don't see the rational behind it.
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kohlrak: Meanwhile, what happens is the boss bullies your revival character?
Some options (in Final Fantasy 5):
* Have two revivers.
* Use Phoenix Downs. They're expensive (very much unlike in FF4), but they can be used by almost anyone and will revive at 1/4 HP. (Note that Chemists need these for their full HP/MP revives, however.)
* Cast protective spells on the revivers so they don't get killed too often, and keep healing. (If using a Blue Mage to heal, keep their HP up because of the way White Wind works.)
* Find some set-up that makes the reviver immune to any attack the boss can throw.
* (For situations like Low Level Games or romhacks), give your reviver !Hide (from Bard). Now they can hide, and unless the character decides to show themself, no enemy attack can hurt the character. (This doesn't work so well in battles you can run from, and in the SFC/PSX versions, there's a nasty bug triggered if an enemy attempts a physical attack without a valid target, as well as a softlock if the enemy uses something like Zombie Powder.)
So what you're telling me is, odds are, you're going to be sitting there with 2 blue mages and 2 white mages.
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kohlrak: I, on the other hand, hate those arbitrary limitations. Why is it i run out of thundershocks and can turn around and throw thunderbolts? It doesn't make sense
This is actually the issue I have with the (A)D&D magic system, which is seen (in similar but modified form) in Wizardry 1-5 and Final Fantasy 1 and 3 (not 2).
Yeah, that's why i prefer the mana system. Mana is basically "magical/mental stamina." In lore in many games, characters who use up all the mana typically have to sit down and rest, just like you would imagine a character with no stamina would.
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kohlrak: Meanwhile, i think weapon maintainence is a reasonable limitation to a melee character's simplicity. If all you do is buy armor and poke with your sword, it becomes way, way too easy to play vs playing as a mage (which always seems to be the hardest class to play in a game) or an archer. I think the tanky classes have long deserved a bit more complexity and depth. The purpose of damage mechanics isn't necessarily to limit the number of attacks such a class does, so much as offset their economic advantage over mages (who have spells to buy way more expensive than armor, and often mana potions) and archers (who often have to buy arrows). Tanks never really seem to need any maintainence, otherwise, which is why things always seem to be unbalanced in their favor outside of combat.
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dtgreene: Giving durability to everything is one way to deal with this.
That's why i'm doing it (even though you seem to be railing against durability), but i also think that durability should have a noticeable impact instead of weapons simply breaking instantly. No reason why a character won't be able to learn how to repair their equipment. I learned how to sharpen and maintain my knives, so it seems reasonable that someone relying on a tool for survival might try to do the same.
Interestingly enough, SaGa 1 and 2 are rather interesting in terms of the economy balance for different races.

Specifically:
* Humans solely rely on items that you need to buy or find. If you want to keep doing good damage, it's going to be expensive (though less so with spells in SaGa 2 once you reach the point where 6800 kero for 30 casts isn't a big deal). In SaGa 1, you also have to pay for stat boost potions (though money ceases to be an issue later). (Worth noting that, in SaGa 2, Humans do have the highest potential of any race, but with this plus slow stat growth, the game isn't as fun if you put too many into your party.)
* Espers (mutants in FFL) will randomly learn abilities, and in SaGa 2 start with an offensive ability that hits all enemies. This gives them a free offensive option right from the start, and they still have the option of spending more to use more powerful attacks (spellbooks are more powerful than the corresponding skills).
* Robots (SaGa 2 only; they exist as enemies in SaGa 1 but aren't playable) regain weapon durability when they go to the inn. So there's an upfront cost (though less so later when you find items you can't buy that of course go to your robot), but you don't have to pay more to maintain them.
* Monsters don't cost anything. In fact, in an all monster party, the only thing to spend money on is inn trips (though they're free if you heal first, and the inn will restore the skill's uses) and on potions to use outside of combat.
Yeah, you always have to keep that in mind that spell acquisition, weapon acquisition, and armor acquisition are going to cost something, usually. And it always seems opposite of what you would expect: spells and tomes you expect to read and learn form at almost no cost, because it's knowledge provided, not equipment (the idea of a book with X uses, as a separate topic, bothers me: if i simply opened and read from about 10 times and the binding suddenly crumbles, there's certainly an interesting market to be had in that world). I could see people naturally guarding a copy of a book, but letting the "warriors of light whom are meant to save the world" read it, one would expect, to be free if they're in good standing. I mean, yes, definitely charge for weapons and armor: you need to replace what they take, but why so expensive to read a book once?

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kohlrak: I think you have an interesting point, there: there's too many games out there where you're the sole character and you can't build a team.
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Cavalary: I'm quite fine with that.
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kohlrak: Recruiting independently thinking AI needs to be a thing in more games.
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Cavalary: Oh, please no. AI companions *shudder* If you must have a party, make it be fully player controlled.
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kohlrak: maybe I shouldn't have it all on one playthrough.
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Cavalary: Seeing as I never replay games, not having it all in one playthrough means completely missing out on stuff. Definitely don't want that.

But this topic sure went waaaaaay past the original question. And I'm butting in, considering the in depth discussion you two are having. So I'll leave you to it.
Your individual responses there show where your problem is coming from. You're certainly way, way more casual in this genre. I imagine it's not your first choice.
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kohlrak: Bare hands would naturally be weaker than with a weapon, and should be, both from realism and gameplay: why would we use weapons if our hands are cheaper and suffice?
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dtgreene: In SaGa 1 and 2, martial arts (Punch in particular) can be useful early in the game, as it will run low on uses faster than your stats will improve, and they do more damage when low on uses. In the long run, however, you're better off switching to stronger weapons later in the game when your stats improve. (Incidentally, in original SaGa 2, robots can't effectively use martial arts, making them only good for the AGI boost they grant robots when equipped; this was fixed in the DS remake.)
Sounds consistent with logic.
In Romancing SaGa: Minstrel Song, attacks that would have cost DP if they were weapon skills will cost LP as martial arts, and spending LP is more dangerous (at 0 LP, the character is removed from your party; if the protagonist reaches 0 LP, it's game over).
I'm not sure why that would be. Why would punching something cost you life? I mean i see this mechanic alot, but i've never seen someone pass out from punching a rock. I imagine you could break your hand, but it shouldn't kill you.
In SaGa Frontier 2, martial arts work better when you're low on WP, and there are no hybrid martial arts. You might want to use an actual weapon to get your WP down, since you can do more damage with it. Also, SaGa Frontier 2 has some weapons that don't break (quells and steel weapons), and there's also the fact that non-steel weapons provide anima, which is needed to cast spells. (Each spell requires that certain types of anima be present; for example, Life Water requires tree and water anima, which can come from weapons or accessories (and that one piece of armor that provides water anima).)
That's an interesting way of limiting magic. Not my style, but I do find it interesting. I've always found, though, that tying elements to weapons results in having to choose between the raw damage a wepaon provides and the elemental bonus that's provided by it. For example, your water sword might be the first you've found in the game, but fire enemies you're dealing with are mid-game and you just got a fire sword in the dungeon. Sometimes you question why the devs even bothered.
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kohlrak: Absoltuely. I think a weapon should always be repairable, though.
Even if the weapon is a nuclear bomb? How are you supposed to repair one of those after it's already exploded?

(Yes, both SaGa 1 and 2 have nukes.)
Well, combustables being a reasonable exception. However, i wouldn't exactly consider them a weapon, either. I'd consider them a consumable item.
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dtgreene: Well, using SaGa 2 as an example:
* Much of the time, there's no place you can buy them (aside from a shop that becomes unavailable once you turn in the owner). This means you have to be careful about using them.
* When you can buy these tomes late game, they're expensive, and if you use them on small enemy parties (particularly singleton enemy parties), you're going to be spending more money buying replacements than you earn from killing the enemies. Better to save those tomes for bosses, or (in the DS version especially) use them against those chain battles which can have as many as 50(!) enemies in them.
* Remember that SaGa 2 has no MP, so item durability is the *only* limiting factor.
* Also keep in mind inventory space: SaGa 2 has 16 slots of shared inventory (inaccessible during battle), and each character has 8 slots, which need to be shared with any special abilities (like the Robot's OPa/Po) they might have.
* Flare *is* the most powerful spell in the game.
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kohlrak: You didn't actually address my two questions, though. You said you plan on limiting flare, and you declared how you plan on limiting it. I asked why you wanted to limit it in the first place, and why you didn't consider MP an option. I mean sure, do as you like with your game, but I don't see the rational behind it.
That's because you're asking about aspects of the game that have not been decided. (In particular, MP is considered, along with a similar stat for weapon techniques; monster skills will use the same resource that weapon techniques use, which works well since characters typically won't have both.)
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kohlrak: Your individual responses there show where your problem is coming from. You're certainly way, way more casual in this genre. I imagine it's not your first choice.
RPGs? They're definitely my first choice. But at the same time I dread those limitations that don't let me get the perfect character and outcomes, and they tend to be why I have such a hard time finishing them.
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kohlrak: spells and tomes you expect to read and learn form at almost no cost, because it's knowledge provided, not equipment (the idea of a book with X uses, as a separate topic, bothers me: if i simply opened and read from about 10 times and the binding suddenly crumbles, there's certainly an interesting market to be had in that world).
Probably the only case I know where this was done right was Betrayal at Krondor. Can read a book an unlimited number of times and will keep getting benefits. Diminishing with each read, but there will still be some, even if you may get to the point where they'll be fractions of 1%, so need multiple reads for a further improvement, and reading takes time, and need food each day.

Some options (in Final Fantasy 5):
* Have two revivers.
* Use Phoenix Downs. They're expensive (very much unlike in FF4), but they can be used by almost anyone and will revive at 1/4 HP. (Note that Chemists need these for their full HP/MP revives, however.)
* Cast protective spells on the revivers so they don't get killed too often, and keep healing. (If using a Blue Mage to heal, keep their HP up because of the way White Wind works.)
* Find some set-up that makes the reviver immune to any attack the boss can throw.
* (For situations like Low Level Games or romhacks), give your reviver !Hide (from Bard). Now they can hide, and unless the character decides to show themself, no enemy attack can hurt the character. (This doesn't work so well in battles you can run from, and in the SFC/PSX versions, there's a nasty bug triggered if an enemy attempts a physical attack without a valid target, as well as a softlock if the enemy uses something like Zombie Powder.)
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kohlrak: So what you're telling me is, odds are, you're going to be sitting there with 2 blue mages and 2 white mages.
No, because:
* Abilities can be equipped as secondary.
* There are many other possible strategies that are viable.
* Each boss is different, so different strategies work against each one. For example, if I can put the boss to sleep, I don't need to worry about staying alive from then on. If the boss is level 20, I can just cast Level 5 Death and be done with it. If the boss is heavy, once successful Death Claw and one weak attack and it's dead. Or, perhaps the boss can be killed by using Spellblade Break and then attacking with that character, petrifying it. (Note that bosses are typically immune to this sort of thing, but there are a lot of exceptions; in the second world, most bosses can be killed just by mixing a Death Potion; the problem is getting the Dark Matter needed for that mix.)
* Summoners get Phoenix. Mix is learned from Chemist.

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kohlrak: Yeah, that's why i prefer the mana system. Mana is basically "magical/mental stamina." In lore in many games, characters who use up all the mana typically have to sit down and rest, just like you would imagine a character with no stamina would.
Or, use attacks that use a different resource. (SaGa Frontier 2 is interesting here, because both WP (used for martial/weapon arts) and SP (used for spell/hybrid arts) regenerate a little each round.

(WIth that said, that warrior that's clad in a full set of steel armor and who's using a powerful steel sword isn't going to have much use for SP, or much SP in the first place, and probably won't be regenerating it, either.)
Post edited January 01, 2021 by dtgreene
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kohlrak: You didn't actually address my two questions, though. You said you plan on limiting flare, and you declared how you plan on limiting it. I asked why you wanted to limit it in the first place, and why you didn't consider MP an option. I mean sure, do as you like with your game, but I don't see the rational behind it.
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dtgreene: That's because you're asking about aspects of the game that have not been decided. (In particular, MP is considered, along with a similar stat for weapon techniques; monster skills will use the same resource that weapon techniques use, which works well since characters typically won't have both.)
That's why i'm specifically trying to discuss it, though: because it's not decided. You seem hellbent on trying to find some really strict way of limiting flare, for example, before you decide how to limit magic itself.

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kohlrak: Your individual responses there show where your problem is coming from. You're certainly way, way more casual in this genre. I imagine it's not your first choice.
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Cavalary: RPGs? They're definitely my first choice. But at the same time I dread those limitations that don't let me get the perfect character and outcomes, and they tend to be why I have such a hard time finishing them.
You seem very, very conflicted. Do you have similar problems with games such as starfox?
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kohlrak: spells and tomes you expect to read and learn form at almost no cost, because it's knowledge provided, not equipment (the idea of a book with X uses, as a separate topic, bothers me: if i simply opened and read from about 10 times and the binding suddenly crumbles, there's certainly an interesting market to be had in that world).
Probably the only case I know where this was done right was Betrayal at Krondor. Can read a book an unlimited number of times and will keep getting benefits. Diminishing with each read, but there will still be some, even if you may get to the point where they'll be fractions of 1%, so need multiple reads for a further improvement, and reading takes time, and need food each day.
That's not unreasonable. I might actually take that into consideration. I was already planning something like "taking a rest after battle awards bonus XP as you reflect on what you did," like you naturally would in real life. Including a book in that, for skills you learned from a book, would make sense. Seldom does anyone learn anything the right way the first time.

In Romancing SaGa: Minstrel Song, attacks that would have cost DP if they were weapon skills will cost LP as martial arts, and spending LP is more dangerous (at 0 LP, the character is removed from your party; if the protagonist reaches 0 LP, it's game over).
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kohlrak: I'm not sure why that would be. Why would punching something cost you life? I mean i see this mechanic alot, but i've never seen someone pass out from punching a rock. I imagine you could break your hand, but it shouldn't kill you.
One could interpret the LP cost of martial arts and spells as a measure of the character over-exerting themself, using abilities that might be beyond their skills. In RS:MS, you can choose a class for each character and level up skills by spending gems, and the higher your level in the class, the lower the DP/LP costs get for the class's skills. Hence, a skilled character can eliminate the cost, but a less skilled character, or one who is using the skill out of class, needs to worry about the cost.

I note that spells whose LP costs can't be eliminated tend to be really powerful; if you've played Baldur's Gate 2, think along the lines of Time Stop and Project Image.

Also, note that this game also has BP, which starts each battle partially filled and recovers a bit each round (the exact values vary by character; Claudia starts with little but regens it faster than anyone else, while Theodore (who you unfortunately can't keep) is the reverse), and which is needed for anything other than a basic physical attack.
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kohlrak: So what you're telling me is, odds are, you're going to be sitting there with 2 blue mages and 2 white mages.
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dtgreene: No, because:
* Abilities can be equipped as secondary.
* There are many other possible strategies that are viable.
* Each boss is different, so different strategies work against each one. For example, if I can put the boss to sleep, I don't need to worry about staying alive from then on. If the boss is level 20, I can just cast Level 5 Death and be done with it. If the boss is heavy, once successful Death Claw and one weak attack and it's dead. Or, perhaps the boss can be killed by using Spellblade Break and then attacking with that character, petrifying it. (Note that bosses are typically immune to this sort of thing, but there are a lot of exceptions; in the second world, most bosses can be killed just by mixing a Death Potion; the problem is getting the Dark Matter needed for that mix.)
* Summoners get Phoenix. Mix is learned from Chemist.
Yeah, but i'm talking specifically about the scenario you mentioned. Obviously there are going to be alternative strategies. But since abilities can be equipped secondarily, are you telling me, then your blue mages and revivors could end up being the same characters in this build? I'm trying to figure out the exact tradeoffs for this blue-mage-two-hand-thwom-with-magic-axe build.
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kohlrak: Yeah, that's why i prefer the mana system. Mana is basically "magical/mental stamina." In lore in many games, characters who use up all the mana typically have to sit down and rest, just like you would imagine a character with no stamina would.
Or, use attacks that use a different resource. (SaGa Frontier 2 is interesting here, because both WP (used for martial/weapon arts) and SP (used for spell/hybrid arts) regenerate a little each round.

(WIth that said, that warrior that's clad in a full set of steel armor and who's using a powerful steel sword isn't going to have much use for SP, or much SP in the first place, and probably won't be regenerating it, either.)
You say "or," but you're not disagreeing. I'm confused. I'm specifically talking about spells vs physical attacks, and you bring up "WP" and "SP." as if they're different in more than just name.

In SaGa Frontier 2, martial arts work better when you're low on WP, and there are no hybrid martial arts. You might want to use an actual weapon to get your WP down, since you can do more damage with it. Also, SaGa Frontier 2 has some weapons that don't break (quells and steel weapons), and there's also the fact that non-steel weapons provide anima, which is needed to cast spells. (Each spell requires that certain types of anima be present; for example, Life Water requires tree and water anima, which can come from weapons or accessories (and that one piece of armor that provides water anima).)
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kohlrak: That's an interesting way of limiting magic. Not my style, but I do find it interesting. I've always found, though, that tying elements to weapons results in having to choose between the raw damage a wepaon provides and the elemental bonus that's provided by it. For example, your water sword might be the first you've found in the game, but fire enemies you're dealing with are mid-game and you just got a fire sword in the dungeon. Sometimes you question why the devs even bothered.
SaGa Frontier 2's magic is interesting in a few other ways.
* There's no elemental symmetry; you don't get comparable attack spells of different elements. Fire has some good attack spells, but those of Tree aren't as good, for example (even if Bushfire is great before you get Firestorm). It isn't like Final Fantasy games (or even early SaGa) where you might get attack spells whose only difference is whether they do fire, ice, or lightning damage.
* You get anima from accessories as well as weapons. Armor doesn't provide an anima type (with one exception), but it provides better defense than others.
* Most spells take multiple types of anima; for example, both Bushfire and Firestorm require Tree and Flame. Incinerate requires both but also requires Stone. Stone Memory requires Stone and Tone, I believe. Life Water requires Tree and Water.
* Unlike with other types of arts, there are a lot of spell arts that do things other than damage. Life Water heals. Stone Memory petrifies (though there's also Delta Petra, which does damage plus can petrify, and is easier to learn). Reviva revives a character if that character reaches 0 HP. Guardian Beast gives the target a chance of blocking attacks. Soul Hymn, perhaps the most powerful spell in the game (and rather difficult to learn), grants regeneration and Morale Up (increases damage with weapon and martial arts) to the entire party.
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kohlrak: I'm not sure why that would be. Why would punching something cost you life? I mean i see this mechanic alot, but i've never seen someone pass out from punching a rock. I imagine you could break your hand, but it shouldn't kill you.
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dtgreene: One could interpret the LP cost of martial arts and spells as a measure of the character over-exerting themself, using abilities that might be beyond their skills. In RS:MS, you can choose a class for each character and level up skills by spending gems, and the higher your level in the class, the lower the DP/LP costs get for the class's skills. Hence, a skilled character can eliminate the cost, but a less skilled character, or one who is using the skill out of class, needs to worry about the cost.

I note that spells whose LP costs can't be eliminated tend to be really powerful; if you've played Baldur's Gate 2, think along the lines of Time Stop and Project Image.

Also, note that this game also has BP, which starts each battle partially filled and recovers a bit each round (the exact values vary by character; Claudia starts with little but regens it faster than anyone else, while Theodore (who you unfortunately can't keep) is the reverse), and which is needed for anything other than a basic physical attack.
I'd love to see someone throw hooks and crosses against a moving target and not tire out. So is LP separate from HP entirely, or can you loose LP from getting hit? It would seem entirely strange to me for them to be the same thing.