Negative consequences to using magic

gstv87

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...So the game just becomes unplayable at some point?
I'm sorry, but that is appallingly bad game design.
only if there is no way of reversing it.
if there is a way to cure the character, then it is an interesting design.
especially, if there is dialogue mid-battle that you need to know for other encounters.
 

Basileus

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only if there is no way of reversing it.
if there is a way to cure the character, then it is an interesting design.
especially, if there is dialogue mid-battle that you need to know for other encounters.
I still have to disagree.

If mid-battle dialogue is important, then it's even worse to prevent players from seeing it. Especially if it's unintentional. Shrinking the text a little is fine for most players but for some even a few uses of special abilities will render the text illegible - far before the developer seemed to have intended no less.

And it really doesn't matter if a way to reverse it exists - how would that even be communicated to the player if they suddenly can't read any in-game text after using spells two or three times? And would the player even be able to execute the actions needed to cure the status if they can't read anything? It seems like the whole thing hinges on players noticing the text getting smaller, connecting it to their skill usage, and finding and carrying out the cure quest without having to use skills that might render the text illegible halfway through. You can expect this for many players, but this clearly doesn't take visual impairments into account.That kind of design just excludes a segment of players that might otherwise enjoy the game and doesn't really add anything to the gameplay.

At the very least make it an optional toggle at the start or something.
 

Wavelength

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"Magic should be super-impactful in the right moments" sounds to me like a design dynamic that would best be achieved not through cost or drawback mechanics, but through skill design. Design magic spells so that they are critically powerful but situational (e.g. "deal extreme damage to a knocked-down enemy"; "heal an ally with extreme scaling for their missing health"), and/or add cooldowns to the spells so that the mage can't spam them every turn.

Alternatively, if you want to go for a more traditional MP cost mechanic, and you don't need MP to preserve between battles in your game, you could go for very high MP costs on spells, with "Recharge" skills available for the mages to use when they run out. In timeblazer I only have a Warrior and a Mage - the Warrior uses TP to use his skills (and doesn't have MP), whereas the Mage starts with a full MP bar in each battle and uses a "Mana Synth" skill to convert any TP she's built up so far into MP (which consumes a turn like any other skill does). The upshot is that the mage can hit faster and harder than the warrior, but not as consistently or frequently.

I don't recommend using health as a resource for skill use (except for entire classes whose kits are designed around managing health, like Necromancer or Berserker classes in some games). This is a really cool concept for an anime where the character has to make a choice of "should I sacrifice my well-being for expedience and/or power?", but it's a much less cool concept for a video game RPG battle where the player's actual choice is "will taking the enemy out quicker save me more or less hit points than the cost of this spell?". That choice is easily calculated, and also reduces the size of your target for good battle balance since you are getting rid of incomparables.
 

Naridar

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If you're going for a simple solution, I'd advise warmup and cooldown timers for skills, or possibly the MP system of Final Fantasy Tactics A2: characters begin fights with no MP, regenerating some every turn. If you want something more complex, how about using a character's MP as energy shield? Combining the two, you actually have to protect your mage while they charge up their room-clearing spells and their low HP will make them soft targets once they cast it.
 

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