- Joined
- Jun 25, 2014
- Messages
- 10
- Reaction score
- 10
- Primarily Uses
I'm currently brainstorming an alternate cost system for spellcaster characters (i.e. something aside from MP) and am curious what the RPGM hive mind thinks.
I've previously had success using a TP only magic system i.e. certain basic "spells" generate TP, big spells cost TP. That system made for some fun build crafting in conjunction with limited skill slots.
For my current project I'd like to codify spellcasting as "dangerous and unpredictable" via game mechanics. My current outline is to re-label TP as something like "Chaos" which is gained when casting spells (bigger spells = more Chaos), and then have a chance of random bad things happening at the end of turn at higher Chaos levels (i.e. being stunned for a turn, stat debuffs, etc). This all seems doable using a combination of in-battle events, and Yanfly's Base Troop Events/TP Manager scripts.
Thoughts on this mechanic?
I've previously had success using a TP only magic system i.e. certain basic "spells" generate TP, big spells cost TP. That system made for some fun build crafting in conjunction with limited skill slots.
For my current project I'd like to codify spellcasting as "dangerous and unpredictable" via game mechanics. My current outline is to re-label TP as something like "Chaos" which is gained when casting spells (bigger spells = more Chaos), and then have a chance of random bad things happening at the end of turn at higher Chaos levels (i.e. being stunned for a turn, stat debuffs, etc). This all seems doable using a combination of in-battle events, and Yanfly's Base Troop Events/TP Manager scripts.
Thoughts on this mechanic?