- Joined
- Jun 29, 2017
- Messages
- 22
- Reaction score
- 16
- First Language
- English
- Primarily Uses
- RMMV
On the one hand, I like Mana as a balancing mechanic: the idea is that mages can use powers that are much stronger than what others can do, but they have a limited supply. So far, so good. Where the concept falls down, though, is when it gets linked into the idea that the only thing a spellcaster can do is cast spells, and when they run out of Mana, they're stuck ineffectually flailing at monsters with a sad stick.
The flipside of this is that, in the D&D-derived paradigm (which Final Fantasy brought forward into video games, and we all know the history from there), physical fighters can keep doing their thing forever.
I'm working on a system mostly based around the typical fighters-and-mages idea where mages are fueled by Mana, but with two important deviations. One is that every Mage has some ability related to their magical skill that doesn't require Mana and still does something useful, and/or they have "wizard weapons" that are still effective. These are generally weaker than, say, a knight's axe or a musketeer's musket, but they can still be effective - some can exploit elemental weaknesses, most are ranged - thus giving the mage a role even when they are out of Mana or want to conserve it.
Second, fighters and most fighting skills are fueled by a resource called Vigor (a modified TP) that works like AP in Four Heroes of Light. You can fight every turn, but if you want your fighters to deliver their strongest moves, you'll have to budget your Vigor. The big difference is, mages don't really have many limits on their Mana consumption rate - they can deliver their best spells and go OOM in a single fight if you get in big trouble and need to - while fighters don't suffer from attrition as much. You start with full Vigor every fight, but if you use it up, you have to back off and play it safe while regaining Vigor. Also, some fighters have Mana-fueled skills and some mages have Vigor-powered skills, too.
The flipside of this is that, in the D&D-derived paradigm (which Final Fantasy brought forward into video games, and we all know the history from there), physical fighters can keep doing their thing forever.
I'm working on a system mostly based around the typical fighters-and-mages idea where mages are fueled by Mana, but with two important deviations. One is that every Mage has some ability related to their magical skill that doesn't require Mana and still does something useful, and/or they have "wizard weapons" that are still effective. These are generally weaker than, say, a knight's axe or a musketeer's musket, but they can still be effective - some can exploit elemental weaknesses, most are ranged - thus giving the mage a role even when they are out of Mana or want to conserve it.
Second, fighters and most fighting skills are fueled by a resource called Vigor (a modified TP) that works like AP in Four Heroes of Light. You can fight every turn, but if you want your fighters to deliver their strongest moves, you'll have to budget your Vigor. The big difference is, mages don't really have many limits on their Mana consumption rate - they can deliver their best spells and go OOM in a single fight if you get in big trouble and need to - while fighters don't suffer from attrition as much. You start with full Vigor every fight, but if you use it up, you have to back off and play it safe while regaining Vigor. Also, some fighters have Mana-fueled skills and some mages have Vigor-powered skills, too.

