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Alright, you people all need to go play a delightful little RPG called Secret of Mana. It's fantabulous. You learn new spells from various magical spirits, and the more you use a certain spirit's magic, the more powerful it becomes. it uses the MP system. (and another system i like alot, you can sort of "charge up" for attacks, and perform delightful and sometimes acrobatic stabs and slashes (or whips or whatever depending on the weapon)). It's my favorite RPG
------------------ "Keep looking shocked and move slowly towards the cake."
interesting. a growth of spell power worked in a lot of games.
------------------ "I did not choose my role, and I suspect Gerrard did not either"
Anyone played the Enchanter games (Enchanter, Sorcerer, Spellbreaker)?
Nice variation there: a memorization based system, but you can re-memorize whenever you want (outside of combat, anyway). No annoying "x spells per day". Just x spells until you get around to re-memorizing.
And again, with a little effort, this can be duplicated by a spell point based system.
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yeah...
-29° If I have something in my posession let's say a combination to a lock, and I use it everyday do I memorize it, no.
the Materia System in FF7 is/was the most level well-balanced magic system invented...
hands down...
So Says The Chill
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Originally posted by chill_rx: ** the Materia System in FF7 is/was the most level well-balanced magic system invented... **
I must disagree. The Materia system was fundamentally flawed because it made all of the characters into essentially equal magic users. With a system like that, party selection is entirely based on who has the best stats and equipment. There's no need in that sort of system to make a (strategic) decision: "I've got room for one more character now - should it be a mage, a strong fighter, or an overall balanced character?"
Instead, it's "Who are the three toughest fighters I've got? OK, now you will cast KOTR today, you will mime him, and you will quadruple-cast Ultima." The Materia system removes some of the most fundamental differences between characters, and makes them essentially the same guy with a different sprite and different limit breaks. Give me something like FF4 instead, where every change in party members required a change in combat strategy.
------------------ If a little knowledge is dangerous, where is the man who has so much as to be out of danger? - T.H. Huxley
not really... I mean materia also had negatives, it subtracted health. I just stuck the HP materia on my warriors and let Vincent be the caster, Yuffie outdid him in fighting by far. Of course all my people had magic, but I balanced it out by giving healing magic to only 2, dmging to all 3, and summoning to all 3 but mainly vincent because he was so terrible.
Just stop talking about Final Fantasy VII or VIII's magic, because they both suck... If you want both memorization and MP in your game, then it will be a double hadicap for your magicians... But here's an idea : your player should be able to cast any spell he knows, assuming he has enough MP, and futhermore, he'd be able to cast spell without spending one MP if he memorized it (see the L5R RPG for more details ;)).
------------------ You don't have to be affraid by drows... Unless they want to kill you...
I liked the way magic works in Ars Magica. Everybody has a number of fatique points, warriors get weary of wawing a two-handed battleaxe over and over again, wizzard use their inner energy as a channel for spells, and therefore they get tired. Use too much fatigue and you will faint. Plus, a spell is so complex a thing that it requires a difficulity check, unless you have spend loads of time mastering it. The more tired you are, the more difficult it is to do spells or battle, or anything else tireing, for that matter.
"Kalek, cast Incantation of Lightning!" "I'll try, but the fight with the demon really made me sweat..."
/Lupus Ignis
------------------ -Flamae Vitae!
Chill, for reference, the entire point of this web board is to discuss rumors and ideas, to keep us from cloning existing games. You're not helping, why don't you start planing your Squaresoft clone army today instead of wasting your time soaking up ideas?
Dark Madman?
I, personally, would use a sort of blend the Chrono Cross and Final Fantasy III battle system in my RPG...as you level up you learn spells. Say at Level 3, Sara the Cleric learns Divine Wind - Weak, a healing spell that costs 3MP and heals 5 damage. As she uses the spell, it gains a sort of EXP as well, until, after the 20th time she casts it, she gains Divine Wind - Medium...the same spell, but which uses 5 MP and heals 10 damage. She'd then have access to both spells. As she levels up the spell more, it grows to Strong, and then Ultimate levels - more powerful, but more MP as well. This allows for some strategic planning ("Uh-oh, I'm running a bit low on MP, but Khisanth is on the verge of getting wasted...should I cast Weak and conserve MP, or go Ultimate and hope I get time to use a potion?").
Sorry that took so long...I like to talk
-Northwind
Originally posted by Madman:
Moderators, keep in mind that I did not create this account... Thx.
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Originally posted by Phoeníx: **Alright, you people all need to go play a delightful little RPG called Secret of Mana. It's fantabulous. You learn new spells from various magical spirits, and the more you use a certain spirit's magic, the more powerful it becomes. it uses the MP system. (and another system i like alot, you can sort of "charge up" for attacks, and perform delightful and sometimes acrobatic stabs and slashes (or whips or whatever depending on the weapon)). It's my favorite RPG
**
hay i have played secret of mana to it is so cool!! but in cant beat the pure land thay made a secret of mana 2 it is beter than som1 but it is in jap
Originally posted by Madman: **Moderators, keep in mind that I did not create this account... Thx.
Yes, Madman and I are two totally different persons, I just typed Drak Madman because Madman was already taken, don't worry, I won't bore you madman
I just think the Diablo 2 magic system was perfect. you earn points from experience and you "purchase" new abilities and some require different amounts of magic points.
------------------ They say it's mostly vanity that writes the plays we act-- They tell me thats what everybody knows. There's no such thing as sanity, and thats the sanest fact-- Thats the way the story goes...
I would have to disagree with you about the D2 battle system. For no other reason then that I did not find it that fun. Something like that is effecitve for learning more moves, but for magic I want to learn it at specific points in the game and I want to spend MP to cast them.
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Agreed, learning new techniques is a good thing to do at any time or option, but their effectivness should not have the chance to be thrown into unbalance, especialy for a 1 player game. This may make the game too easy or too hard, thus making it boring.
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The point about the D2 system being good for new moves is a cool idea. Presuming that we can make a difference between spells eligble for a priest like class and those for a wizard like class (This is such a used funstion I hardly think it is worth pretending we don't know whether it will be in CS in one form or another) it shouldn't be to hard to then add 'moves' in the form of a 'spell' which boosts damage, or hit accuracy or range or whatever of some kind of martial arts class.
That would be cool!
------------------ He stood, paralysed as the beauty of the pattern unfolded under pressure, the hectic chaos forming designs more intricate then the smallest smile.
with my game there aren't gonna be class distinctions, so that means that there really won't be a priest and a mage types of spells. Instead each NPC that joins your party(if we can do that) will get different spells and abilities as they progress in levels of experience.
------------------ "How can you hope to command them? They are the Ikthey, they do not submit," --Talia, speaking to Wilanthor