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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 3388442" data-attributes="member: 2067"><p>I'll preface this by saying that it's all in the early phases, so it can change if there's definite problems noticed. </p><p></p><p></p><p></p><p>It's a good fear. I debated between adding more MP, but found that it was pretty unnecessary since I'm also using the CRPG's method of simply reducing the effectiveness of spells. The PsiHB would be the model I would normally follow, and it costs more points to affect more targets, but the target is affected at "full strength," basically making it a higher-level power. Kind of like AE's idea of powering up a spell by spending a higher-level slot. Instead, I reduce the strength of the spell against multiple targets, basically making it a lower-level power. Kind of like AE's idea of powering-down a spell by spending a lower-level slot. So multiple targets are affected significantly less than a single target. Adding a higher mp cost would kind of be a double-whammy against spellcasters: They'd do less, and do it less often.</p><p></p><p></p><p></p><p>I think I've found the happy medium. Further boinking around might reveal a need for a few more spells per level, and there's always room to add cool new stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> New spells are going to be one of the easiest ways to expand the game for specific settings or styles.</p><p></p><p></p><p></p><p>Check Rank 0: Curet. The Cure series (like the Fire, Thunder, and Blizzard series) advances on even levels.</p><p></p><p>The regenet spell definately isn't a bad idea, though, and, yeah, like you said, a white magic level without healing is MADNESS. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Currently, I've just got "regen" as a Gray-magic spell that works like the opposite of venom, and I like the sound of the "regen" series you've got going on....it'll probably be YOINKED. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Good idea...having Peerless early allows people to do add Peerless to a target, then use Decoy, to basically make the party immune to damage for a few turns. That's a bit too simple for my tastes, so you'll probably see those swapped (at least...Peerless might end up quite high-level). </p><p></p><p></p><p></p><p>Another good catch! I like the idea of making Full Cure have less reduction against multiple targets, so that'll probably find it's way in, too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Pretty brilliant, man. I'll probably be taking that suggestion. Consider it added. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3388442, member: 2067"] I'll preface this by saying that it's all in the early phases, so it can change if there's definite problems noticed. It's a good fear. I debated between adding more MP, but found that it was pretty unnecessary since I'm also using the CRPG's method of simply reducing the effectiveness of spells. The PsiHB would be the model I would normally follow, and it costs more points to affect more targets, but the target is affected at "full strength," basically making it a higher-level power. Kind of like AE's idea of powering up a spell by spending a higher-level slot. Instead, I reduce the strength of the spell against multiple targets, basically making it a lower-level power. Kind of like AE's idea of powering-down a spell by spending a lower-level slot. So multiple targets are affected significantly less than a single target. Adding a higher mp cost would kind of be a double-whammy against spellcasters: They'd do less, and do it less often. I think I've found the happy medium. Further boinking around might reveal a need for a few more spells per level, and there's always room to add cool new stuff. ;) New spells are going to be one of the easiest ways to expand the game for specific settings or styles. Check Rank 0: Curet. The Cure series (like the Fire, Thunder, and Blizzard series) advances on even levels. The regenet spell definately isn't a bad idea, though, and, yeah, like you said, a white magic level without healing is MADNESS. :) Currently, I've just got "regen" as a Gray-magic spell that works like the opposite of venom, and I like the sound of the "regen" series you've got going on....it'll probably be YOINKED. :) Good idea...having Peerless early allows people to do add Peerless to a target, then use Decoy, to basically make the party immune to damage for a few turns. That's a bit too simple for my tastes, so you'll probably see those swapped (at least...Peerless might end up quite high-level). Another good catch! I like the idea of making Full Cure have less reduction against multiple targets, so that'll probably find it's way in, too. :) Pretty brilliant, man. I'll probably be taking that suggestion. Consider it added. :) [/QUOTE]
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