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EDIT: As suggested by @TheoAllen, changed the thread name for a more accurate description.
By now, I'm safe to say that I like discussing JRPG theory. Thread about the numeric scale of stats and damage, and what the roles of healers/support characters should be like, inspired this idea.
How much max MP do you allow your party members? Heck, how much MP do you prefer to have in a game you play? For all intents and purposes, any renewable resource for abilities counts as "MP" here -- SP, TP, PP, Vancian spell slots a la D&D, Ace/MV-style Tech Points, Mario RPG's Flower Points, and even consumables in place of Magic Points. For sake of argument, I'm also making the distinction of "the whole party gets X level of MP" and "only dedicated ability-users (mages) gets notable MP".
I can see arguments made for the ones provided, and I left a "something else (comment pls)" option available. I feel different amounts of MP work differently for the tone and mechanics of each game. That said, here's some examples of the answers I'll pick after I post this thread.
Plenty, For Mages Only is commonly seen in old-school JRPGs, notably older Dragon Quests and newer Final Fantasies; I'll use Dragon Quest 3 as my example. Only Heroes, Mages, Priests and Sages had any MP; every other class didn't have combat skills. In remakes of DQ3, there are spells that Merchants and Thieves can use outside of battle that cost MP. Otherwise, a Warrior's "magic" was to equip most weapons and armor, including heavy-duty weapons; a Martial Artist's "magic" was to score critical hits more often than others; et cetera.
Given random encounters and varied spells for the four main casters, a caster with good Wisdom (which they should have, as it affects MP growth and spell-learning) should be able to cast spells often. Random fights are used to deplete resources and add gameplay. If you know there's a boss ahead, or that a dungeon's monsters are particularly rough, it's possible to run dry by the end. That said, MP is usually more lenient for your survival; especially true when MP couldn't be reliably restored in those titles. Because Mages are pitiful with weapons and Priests not ideal for tougher physical combat, they'll need all the MP they can get.
Also? lawl, MP-stealing spells.
Decent, For All Characters is a staple for games where MP is needed for all special abilities. I feel Tales of Symphonia does this, with varying levels of TP if I recall correctly. While Lloyd might not have all the Tech Points in the world to perform Demon Fang variants, Genus or Raine had plenty for elemental blasts and white magic. If casters are still scrawny in physical fights, they'll still need good MP levels to truly give their arcane advantage. I feel MP-recovery resources are useful for this method.
By proxy, most Mario RPGs that use the Flower Points system (Super Mario RPG, both Paper Mario JRPGs) also feel "decent", as everyone shares the same MP resource. Luckily, regular attacks and the occasional bomb item are viable for Mallow and Peach (Black Mage and White Mage respectively) to use; also, Mario and Geno's specials are purely offense (save for Geno Boost), and Bowser is better-suited toward physical fighting altogether.
Little, For Mages Only is seen in old-school JRPGs such as the original Final Fantasy, as they mirror tabletop RPG inspiration. In the FF Origins remake, the three Mages only get 2 MP for their first-level spells at the start. Heck, spells are pricey to learn for most of the game. By the time you learn newer tiers of spells, especially for Fire/Blizzard/Thunder and Cure/Heal/Dia, older spell levels seem to become obsolete -- the viable options start becoming few and far between. And with no MP recovery outside of an inn stay, sometimes it's better to have a BM shank something, or a WM swing hammer. At least Red Mages can use swords.
For my games, I'd like to use a variant of "Little, for all characters". All "Awakened" characters in the setting have varying levels of MP to tap into, with amounts of superhuman and supernatural powers relative to their MP amounts. The goal is to force players to think about where and when to use skills; even for dedicated mages, weapon attacks are still viable. MP consumables can be purchased, but are more expensive than HP goodies and don't give a full recovery. On top of that, I'm tempted to include "Aether Motes" to restore small MP doses in dungeon crawls; think the Magic Butterflies of Earthbound, or the Mako Shards of Final Fantasy 7 Remake.
So, what do y'all think? Lemme know in the poll and comments; thank you for reading this far, if you have.
By now, I'm safe to say that I like discussing JRPG theory. Thread about the numeric scale of stats and damage, and what the roles of healers/support characters should be like, inspired this idea.
How much max MP do you allow your party members? Heck, how much MP do you prefer to have in a game you play? For all intents and purposes, any renewable resource for abilities counts as "MP" here -- SP, TP, PP, Vancian spell slots a la D&D, Ace/MV-style Tech Points, Mario RPG's Flower Points, and even consumables in place of Magic Points. For sake of argument, I'm also making the distinction of "the whole party gets X level of MP" and "only dedicated ability-users (mages) gets notable MP".
I can see arguments made for the ones provided, and I left a "something else (comment pls)" option available. I feel different amounts of MP work differently for the tone and mechanics of each game. That said, here's some examples of the answers I'll pick after I post this thread.
Plenty, For Mages Only is commonly seen in old-school JRPGs, notably older Dragon Quests and newer Final Fantasies; I'll use Dragon Quest 3 as my example. Only Heroes, Mages, Priests and Sages had any MP; every other class didn't have combat skills. In remakes of DQ3, there are spells that Merchants and Thieves can use outside of battle that cost MP. Otherwise, a Warrior's "magic" was to equip most weapons and armor, including heavy-duty weapons; a Martial Artist's "magic" was to score critical hits more often than others; et cetera.
Given random encounters and varied spells for the four main casters, a caster with good Wisdom (which they should have, as it affects MP growth and spell-learning) should be able to cast spells often. Random fights are used to deplete resources and add gameplay. If you know there's a boss ahead, or that a dungeon's monsters are particularly rough, it's possible to run dry by the end. That said, MP is usually more lenient for your survival; especially true when MP couldn't be reliably restored in those titles. Because Mages are pitiful with weapons and Priests not ideal for tougher physical combat, they'll need all the MP they can get.
Also? lawl, MP-stealing spells.
Decent, For All Characters is a staple for games where MP is needed for all special abilities. I feel Tales of Symphonia does this, with varying levels of TP if I recall correctly. While Lloyd might not have all the Tech Points in the world to perform Demon Fang variants, Genus or Raine had plenty for elemental blasts and white magic. If casters are still scrawny in physical fights, they'll still need good MP levels to truly give their arcane advantage. I feel MP-recovery resources are useful for this method.
By proxy, most Mario RPGs that use the Flower Points system (Super Mario RPG, both Paper Mario JRPGs) also feel "decent", as everyone shares the same MP resource. Luckily, regular attacks and the occasional bomb item are viable for Mallow and Peach (Black Mage and White Mage respectively) to use; also, Mario and Geno's specials are purely offense (save for Geno Boost), and Bowser is better-suited toward physical fighting altogether.
Little, For Mages Only is seen in old-school JRPGs such as the original Final Fantasy, as they mirror tabletop RPG inspiration. In the FF Origins remake, the three Mages only get 2 MP for their first-level spells at the start. Heck, spells are pricey to learn for most of the game. By the time you learn newer tiers of spells, especially for Fire/Blizzard/Thunder and Cure/Heal/Dia, older spell levels seem to become obsolete -- the viable options start becoming few and far between. And with no MP recovery outside of an inn stay, sometimes it's better to have a BM shank something, or a WM swing hammer. At least Red Mages can use swords.
For my games, I'd like to use a variant of "Little, for all characters". All "Awakened" characters in the setting have varying levels of MP to tap into, with amounts of superhuman and supernatural powers relative to their MP amounts. The goal is to force players to think about where and when to use skills; even for dedicated mages, weapon attacks are still viable. MP consumables can be purchased, but are more expensive than HP goodies and don't give a full recovery. On top of that, I'm tempted to include "Aether Motes" to restore small MP doses in dungeon crawls; think the Magic Butterflies of Earthbound, or the Mako Shards of Final Fantasy 7 Remake.
So, what do y'all think? Lemme know in the poll and comments; thank you for reading this far, if you have.
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