- Joined
- Jan 3, 2015
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This gimmick takes on many forms. It could be "Reckless Attack: double damage, but 50% chance to miss" or "Lucky Shot: 25% to miss, but guaranteed to critically strike if it hits."
Do you feel that this type of skill offering is a rewarding mechanic for the player? Do you use it as a dev, and do you enjoy using it when you're playing a jrpg? Or are there more fun and engaging ways of offering a risk/reward type of skill to the player?
Do you feel that this type of skill offering is a rewarding mechanic for the player? Do you use it as a dev, and do you enjoy using it when you're playing a jrpg? Or are there more fun and engaging ways of offering a risk/reward type of skill to the player?