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Naridar

Skill and leveling system concept

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Hi everyone! I've lately been sidetracked from my main project by a game idea, inspired by old-school Final Fantasy and Bravely Default, with a storyline revolving around the heroes trying to destroy the elemental crystals a world-wide empire uses for control. Pretty basic stuff, but I've got a few twists that hopefully could set it apart. Now, what the main drive of this game is, is the job system-esque control over skills and character growth. It basically goes like:

 

- "Jobs" are made using Victor's Materia script, and thus, characters can have more of them equipped at any time. They alter stats, give skills, level up with JP earned, and so on. These job crystals (whatever their final name will be) are dropped by monsters, found in treasure chests or as after-battle bonuses (using the after-battle treasure chests script on this site)

 

- Jobs have tiers. A "Novice pyromancer" job gives only a small bonus to INT, teaches Fire and has a level cap of 3, teaching basic fire-attuned skills at leveling up. Forging the next tier, "Journeyman pyromancer" requires a job crystal of the previous tier and some materials (such as a salamander skin and a warm stone). This higher tier works as the same as the novice, with the exception that it gives higher stats and can be leveled up further, unlocking better skills at higer levels. Journeyman pyromancer might teach Fira at Lv. 4 and have a level cap of 5, while the next tier, "Adept pyromancer" gives Firaga and levels to 7, and the final tier, "Master Pyromancer" levels to 10, at which point it teaches Flare.

 

- Your characters don't take levels normally. Instead, to level them up, you have a seperate "Level up" menu, in which you must offer job crystals to increase your level. Each level takes a different amount of job crystals and the total amount of JP in them must exceed a certain value (with the job crystal itself giving a base value, like an untouched basic pyromancer job crystal giving 25 points, more powerful job crystals are worth more). For example, to increase your level from 3 to 4, you have to offer 3 job crystals with a total point value of 100.

 

- On leveling up, your stats increase by a fixed amount, plus a bonus determined by the job crystals you use to level up. Using 3 warrior crystals might boost your STR and HP growth, while using mage type crystals boosts INT and MP instead. At each level up, you'll be given a choice between 3 bonuses: stat boost or "skill internalization", meaning that the internalized skill will be available from that point on without equipping the corresponding job crystal.

 

- Aside from job crystals, you can also equip "Assist crystals". These confer additional helpful effects like the Final Fantasy VII non-command materia, These can't be used at level ups.

 

So what do you think? Does it sound interesting/broken/unbalanced/overcomplicated? I believe I'll be able to do this through eventing.

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Sounds like something that would be in a more hard-core RPG. It's not necessarily a "me" thing, since I actually rarely play, but just because it's not my style doesn't mean it won't apply to anyone else! ^^ I actually really do like the levelling with crystals concept too, though it's too crazy in my opinion for me to play in a relaxing game. :) Maybe if I was having a gaming marathon? What am I saying? I don't have gaming marathons. @_@

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It's the mix of different overused concepts with a new flavor which makes it into a good thing.

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I really dig this idea! It sounds like a fun spin on old ideas, the crafting component is especially interesting to me! ãƒ½(*・ω・)ノ

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Offering a different leveling up and skill learning. That's really good when implemented and alters the total playstyle in-game which player can arrange, change, or alter character's stat and skills set. The composite of systems that deserves a notice indeed.

 

Reminds me to Djinn system in Golden Sun, which lets characters to alter their class, stats and spells learned. Of course, with your concept explained above, the game will be more tactical and serves strategy upon some perils that player will possibly encounter.

 

Hardcore or not, it depends on you who develop the system. Nevertheless, you must consider the player-side of the crystal systems; the better representation of the system and the easier the system to be learned, the better its impact in game.

 

After all, this is a good idea, and good "luck". You have a nice starting.  :lol:

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I like this idea a lot, but it feels quite difficult and I feel like it'd take a little bit of time to get used to. But if you really want this idea, I'd say go for it :)

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I was always a fan of "more than one way" to improve the characters. I just believe that their individuality should remain, otherwise you'll get FF VII and V III playstyles where the party composition matters little to nothing.

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It's an interesting spin on what would otherwise be heavy grinding for levels. This not only gives customization, but strategic depth in picking an ideal build at any point in the game.

 

However, you might want to note the following:

 

Seeing as you can equip multiple job crystals at once, have a JP cap so the players will have to pick only one primary class with a maxed job crystal, and two minor ones. This prevents them from, say, using three maxed Knight crystals to become a super tank; or having three maxed Pyromancers just to use Firaga three times.

 

I've also noticed that your crystals tend to provide only one type of spell or something. This can be viable, if not dull. You might want to consider composite skills when using complementary crystals; say, when a Priest and Knight crystal are simultaneously equipped, it yields an additional skill that boosts DEF.

 

I wouldn't use skill internalisation as a mechanic; this negates the point of using different types of job crystals altogether. Stat bonuses sound perfectly viable, and can help to specialize your characters in a battle.

 

Oh. By any chance will your characters be able to change crystals halfway through battle, similar to the Paradigm Shift mechanic?

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