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psychofreak
Hi I just planned out my Main Character's 11 spells in my game, but I'm having trouble planning what order woud be the most effective for s/he(yes we choose the gender) to learn them. So which spells do you think would be best for my main character to learn from first to last for a good gameplay? Here's the list:

Lightning Strike- Does decent magical lightning damage to one enemy which has high chance of inflicting stun.
Magical Lullaby- Puts all enemy to sleep.
Blizzard- Inflicts decent ice damage to all enemies.
Healing light- decent healing magic on one ally.
Flame Blast- High fire magical damage on one enemy.
Spirit Awaken- Increases all the users stats.
Stone Wall- Barricade everyone from any attack once.
Toxic- Poison magic attack on one enemy. Yeah, obviously inflicts poison.
Time Wind- Slows down all enemies.
Omega Storm- High lightning magical damage on all enemies. Inflicts stun.
Dispel- Remove all status changes from a target.
Knot
I think that question is much too hard to answer without knowing what the other characters will have or what the enemies are equipped with. Although as a general rule I would probably put utility skills like Stun and Stone Wall in the middle since it will take a while to get used to the game and putting them early will mean that they arn't tactical and instead necessary since there isn't much else to use. Dispel usually goes near the end since before then enemies don't usualy have enough enchantments to worry about. But, like I said, what do your other characters have, how many of them are there? The Elemental skills also depend on the path of the story since the location will vary which you want to teach first. You want to teach the player lightning magic before the encounter the water monsters etc...
Titanhex
Healing/Damage spells towards the beginning. Damage spells should be gained before/at the point they are most tactical to use if they are elementally influenced.

Spells that inflict statuses should be gained after the beginning of the game. Otherwise balance issues may arise. Though you could just allow immunity vs certain statuses (More databasing for you).

Cures/DoTs should be gained after the quarter mark on shorter games and after the 1/8th mark on longer games. Dispel All should be gained after mid game.

Stat increasing spells should be gained after mid game. This is when they're of the greatest use for strategic purposes. However if you have abilities that are highly stat influenced throughout the game, these skills may come in handy early.
Twin Matrix
(2) Lightning Strike- Does decent magical lightning damage to one enemy which has high chance of inflicting stun.
(2) Magical Lullaby- Puts all enemy to sleep.
(2) Blizzard- Inflicts decent ice damage to all enemies.
(1) Healing light- decent healing magic on one ally.
(1) Flame Blast- High fire magical damage on one enemy.
(3) Spirit Awaken- Increases all the users stats.
(3) Stone Wall- Barricade everyone from any attack once.
(2) Toxic- Poison magic attack on one enemy. Yeah, obviously inflicts poison.
(2) Time Wind- Slows down all enemies.
(3) Omega Storm- High lightning magical damage on all enemies. Inflicts stun.
(3) Dispel- Remove all status changes from a target.

IMO.

First single-target offensive magic and basic healing magic.
Then simple state and AoE magic.
Then complex state and powerful magic, along with the special strategic skills like Dispel.
rolepages
It depends entirely on the nature of the enemies and the other abilities of the heroes. In most games the start is a basic hack and slash system where the player gets to know the game, so healing and attack spells would be best early on. However if you get right into the game with enemies that use curses and status changes and leave the heavy combat monsters for later, then you may want to consider putting something like dispel at the beginning. Then again if the hero is a weak character that needs to escape and evade large groups of enemies, then something like barricade or lullaby. It's all about the mechanics of the game you are creating.
LDanarkos
Lightning Strike- Does decent magical lightning damage to one enemy which has high chance of inflicting stun. - Strong, learn later
Magical Lullaby- Puts all enemy to sleep. - Learn whenever. The player might not ever use it unless it's cheap.
Blizzard- Inflicts decent ice damage to all enemies. - Decent. Learn somewhat mid-early. But it depends on when you'll be encountering hordes of high-monster parties in the game.
Healing light- decent healing magic on one ally. - Learn somewhat early
Flame Blast- High fire magical damage on one enemy. - Depends how high. But either medium or late
Spirit Awaken- Increases all the users stats. - By how much?
Stone Wall- Barricade everyone from any attack once. - Doesn't matter. It won't be used often.
Toxic- Poison magic attack on one enemy. Yeah, obviously inflicts poison. - Somewhat early
Time Wind- Slows down all enemies. - Medium to late (but really it should be before you have a boss battle with a large amount of strong monsters)
Omega Storm- High lightning magical damage on all enemies. Inflicts stun. - Very late
Dispel- Remove all status changes from a target. - Early. But it depends on when the enemies start using relevant status changes. I would let the heroes suffer through certain status changes like blind and poison for at least 5-10 minutes of gameplay, then teach dispel, so they'll appreciate it more.
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