ATT_Turan

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There's no way anyone can answer that question for you. Furthermore, there's no 1 number that's going to be correct.

How many levels are in your game? How quickly do you want the characters to level up? How often are they getting new tiers of equipment?

The idea is you want a sense of somewhat regular growth. So it's a balance between getting access to new equipment, getting new skills, increased stats from levelling, and any other progress systems you have in your game.

The best way for you to develop an answer to this is to play other, professionally-designed games, analyze what they do, and decide how you feel about it.
 

Laughterofman

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That's a really broad question. I guess it depends on the length of the game and how many classes there are. Also factored in would be the frequency of battle engagements and length of said engagements. You wouldn't want to see the same skill over and over again to little effect (or even great effect) as this can become monotonous and boring. I don't really feel comfortable giving you a number, to be honest. It takes great consideration and recalculation as you progress through your game-making. Best of luck to you, hope this was helpful.
 

cfghjbfcxdfghj

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Max level 999 trillion
max equipment tier 10
there will be 31 chapters
19 of them are main story chapters
12 them are post game.
 

VegaKotes

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Honestly speaking? Start making your game and decide as you go. Get a feel for when game play starts to get a little stale and when you yourself would like to see new skills/mechanics to play with. That's the beauty of game design. *Nothing* is set in stone and you're in control of how things develop.
 

LordOfPotatos

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I'll give you some factors so you can decide for yourself:

-an alright number of skills for an average game is 10 per character, you can start there.
-longer games need more skills, shorter games need less.
-battle intensive games need more skills, story focused games need less.
-games with more characters usually need less skills per character.
-but more skills can make characters more unique.
-if you can multiclass or change class you need less skills in each class.
-skills that are elemental reskins (like fire 1, water 1, wind 1 etc) can all count as 1 skill.
 

Dolorre

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In my game I have 3 different weapons that each have 6 unique skills. The reason I didn't go for more skills is that *supposedly* the average person can only keep track of 7 things in their short-term memory at a time (give or take 2).

But as a player, I'd rather have six well-rounded skills for each character that I can really get to know, then 10+ skills I have to write down.

P.S. Please, please give the player decent info about the skill in the description box! You can actually show the damage calculated by the formula (in MV, at least, though it's probably available in MZ, too).
 

AphoticAmaranth

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I'd say focus on quality rather than quantity. Better to have a few well thought out skills than hundreds of generic skills which do the same thing and only exist to meet arbitrary quotas.
 

FirestormNeos

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I personally find the sweet-spot for maximum skills the player character can have to be somewhere between 4 (as that's the limit to how many attacks a Pokemon can remember at a time) and 8 (as that's the limit to the number of commands you can have in the Command Deck for Kingdom Hearts: Birth By Sleep and Dream Drop Distance).
 

alice_gristle

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