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| Topic | I don't get why in RPG makers the default stat-growth isn't |
| bobbaaay 11/14/19 3:36:19 PM #21: | I know that class based stat gains or random stat gains encourage min-maxing, but they also encourage replayability and customization. I know in a lot of cases it's really easy-peasy, super obvious min-maxing (like leveling everyone up as a ninja in Tactics Ogre to maximize the AGI/WT stats) and in MOST games it's always preferential to maximize whatever stat increases your damage output (whether it's strength or magic, or whatever). Min-maxing is exactly what drove me nuts and encouraged me to play tabletop over digital. Partially because I felt "locked out" of certain builds due to the inefficiency of certain builds leading to a progress wall. But it IS possible to create systems where level-ups aren't "wasted" and there's a better balance between classes. Maybe lock some of the better abilities behind shittier classes to either necessitate or encourage the sub-optimal stat growths. Some games offer permanent stat gains for "mastering" classes. Maybe make it so certain abilities are only usable while you're a certain class? Make sure all classes have some sort of major benefit, whether it's a super useful buff or debuff or whatever? I just think games with static stat gains, or stat gains dependent upon character are totally dull and have zero replay value. There's also not the same excitement of seeing how high your stats can get, or getting a really good stat roll in a game with randomly generated ranges for stat gains. EDIT: I'll also add that there's one thing I LOVE about RPG Maker XP with its skills -- and that's that they can be dependent upon multiple stats. To me, if you were good at writing the skill values you could totally add more value to underutilized stats like DEX. You could make moves where DEX matters as much as STR, or moves where all the damage is based on your AGI, etc. ... Copied to Clipboard! |
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