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> The anti-mash
ZarroTsu
post Nov 3 2012, 05:51 PM
Post #1


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Group: Revolutionary
Posts: 189
Type: Developer
RM Skill: Advanced




Remove the 'attack' command completely.

Instead, characters start with, and learn, a much larger number of skills than normal.

MP regeneration is optional.


EDIT: This might need to be moved to "Design Critique". Although I fail to see the difference between these two forums.

This post has been edited by ZarroTsu: Nov 4 2012, 07:18 AM
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ZarroTsu
post Nov 5 2012, 02:18 PM
Post #2


Human
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Group: Revolutionary
Posts: 189
Type: Developer
RM Skill: Advanced




Personally, if it was NPC anti-mashing you wanted, I'd go so far as to make every random encounter an event-handled situation wherein the enemy troop actually used its individual advantages to a tactical advantage. Two goblin mages and a fighter for example, straight up force one mage to cast sleep first, another mage to buff the fighter depending on the result, and the fighter defends, charges, attacks, or uses another skill depending on the previous two actions by its party.

But that's a different topic altogether.
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