Surlent
Liturgist
- Joined
- Jul 21, 2004
- Messages
- 825
Last time we concluded often the higher levels PC becomes, the less interesting the character progression becomes too. Not only that but usually more skills, spells, hp and better items the character gets makes the game less challenging. Ofcourse that's the point of better stuff, but usually tactics start going downhill while levels goes up. Now I'd like to hear various thoughts how to maintain challenge and interesting character progression throughout the game.
Final Fantasy Tactics has some prime examples of combat. First, enemies level up as you do (doesn't make much logical sense) and gain different abilities the higher they progress like PC. The enemy's attack pattern would change somewhat because of the new skills, but it would still retain its typical traits.
Second, tougher enemies have more more evade. (In FFT your hitrate didn't increase with levels, which made heavy armored units hard to hit without skills that ignore evade though those skills ruined that game's tactics in the end.) Still increasing enemies' evade relatively to yours could provide harder opponents.
Third, more powerful spells are harder to pull off, they require more mana, casting time and gives the enemy chance to act before hit (ofcourse in console game there were munchin skills to bypass these restrictions too). :wink:
In DnD crpg variants, high level mass destruction spells like Meteor Storm are more like improved versions of fireball. I don't remember any high level spells like aganna's scorcher which spits a line of fire between the caster and the enemy and even spells that fire in cone like burning hands are rare. Enchantment spells which put different effects on enemies depending on their saving throws are on the right track though.
Total removal of pure uber powah items would be shift change for the better though - or making more items that have both penalties and benefits. You could try just combo item benefits to reduce their penalties or just use appropriate item for the right moment.
Final Fantasy Tactics has some prime examples of combat. First, enemies level up as you do (doesn't make much logical sense) and gain different abilities the higher they progress like PC. The enemy's attack pattern would change somewhat because of the new skills, but it would still retain its typical traits.
Second, tougher enemies have more more evade. (In FFT your hitrate didn't increase with levels, which made heavy armored units hard to hit without skills that ignore evade though those skills ruined that game's tactics in the end.) Still increasing enemies' evade relatively to yours could provide harder opponents.
Third, more powerful spells are harder to pull off, they require more mana, casting time and gives the enemy chance to act before hit (ofcourse in console game there were munchin skills to bypass these restrictions too). :wink:
In DnD crpg variants, high level mass destruction spells like Meteor Storm are more like improved versions of fireball. I don't remember any high level spells like aganna's scorcher which spits a line of fire between the caster and the enemy and even spells that fire in cone like burning hands are rare. Enchantment spells which put different effects on enemies depending on their saving throws are on the right track though.
Total removal of pure uber powah items would be shift change for the better though - or making more items that have both penalties and benefits. You could try just combo item benefits to reduce their penalties or just use appropriate item for the right moment.