
(04-24-2016, 03:54 AM)Ravusa Evomere Wrote: Thank you for all that! I will try to figure out a good way to break up the magic, cause I tend to agree with you that there is a lot for one set. An idea that comes to mind is to change the levels and schools into points, so say enfeebling 1 would be 1 point set, while enfeebling 2 costs 3. Can assign each level of magic, say, magic lv.1 gets 3 points to speed on school lists, 2 gets like 6, etc etc. How does that sound as a quick thought?
The issues for Grit and all that is that as designed right now, the commands sets are defaulted to the one assign with the job if they pick a job. So there are better defensive moves than Grit if they pick another skill set, but some people may not want to, and may want to stick with grit as is. Grit does cause you to do a lot less damage when you act, but some may be fine with that. Some may want a better one. It's mostly to make sure there are plenty of options available for everyone.
The HP was a result of not enough originally! People we killing each other in 3-4 turns, but with more feedback I will adjust to what the majority thinks.
But I am glad you are enjoying it!
Well, don't feel too compelled to nerf that HP pool too much though. As I said, keep in mind that it was a tutorial for people, so my NPCs were basic gladiators and stuff... And they were only two against like, 5 of us! But yeah, I think that -20 HP can be cool. Since the HP bonuses for tank classes don't change it tends to differenciate them a lot more with the squishy ones. Eventually the nice thing is that you can adapt it to various groups of power: people playing average joes will get freelancers with 50HP, and people playing heroes facing tons of powerful enemies may want to buff it up a lot.
Your new point system for magic looks fine to me. It's a good idea. I would probably still proceed differently in my case but that's mostly taste! Ideally, I think what I would do is an easy to grasp skill tree of sorts for pretty much every command skill:
For example a conjurer character will pick up as one of their commands the healing magic one. The player says "my character is a novice", so they just take the basic package. Then they say instead "they are a senior conjurer", they take the basic lvl 1 package, the lvl2 one, as well as the level 3. I would break down every command into 3 tiers. Mostly for fluff, no points behind, just for a roleplay perspective. You know you play a powerful character, you choose accordingly. Well at least that's what I did myself more or less. All in all it boils down to "my character gained lots of experience in conjury the past year, so let's upgrade his conjury lvl1 to conjury lvl2". I like that because it allows me to differenciate grizzled vets from green novices.
For the Grit skill, well, I would ideally have expected it you know, to have just a different effect than the defensive one, but I totally understand that at some point you just run out of different things to find with all that.
Balmung:Â Suen Shyu