RPG Maker Forums

A lot of RPGs have some kind of heavy physical character whose main benefit is their high defense. Due to the fact that enemy targeting is normally random, many of these systems create some sort of "Provoke" skill, to manage threat, and keep enemies targeting the aforementioned tank. How exactly would you balance that ability?

If the skill makes enemies target only the tank, he/she would either die very quickly, or the game would be significantly easier since the tank is holding up, preventing your other characters from ever taking a hit.

If the skill just increases the chance that the tank would be targeted, by what percentage should threat increase? If it is too low, players will feel like they just wasted a turn. If it is too high, it may as well be the previous entry on the list.

How would you prefer that a tank character does their tanking?

Latest Threads

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,034
Messages
1,018,446
Members
137,820
Latest member
georg09byron
Top