![]() The problem comes when the designer relies on those skills and is unwilling to expand on them. That’s pretty standard, and I have no problem with that as a core. Each element (fire, water, etc) will typically have a number of skills that deal different amounts of damage-to one enemy or to multiple enemies. The easiest way to design damage-dealing skills is also, unfortunately, the one that most people use. Let’s face it: that’s pretty much the goal of every battle in your game: deal enough damage to defeat the enemy. Most of the skills in your game will deal damage. I’m going to cover a variety of fundamental skill types that show up in most games, and with each one I am going to try and illustrate a different example of some design flaws that I see all the time when it comes to skills in RPGs. That might be a good subject for another article. I’m also not going to cover MP (TP/SP/whatever-you-call-it) costs or balancing. I’m not going to talk about skill trees or any stuff like that-how your characters learn skills doesn’t interest me this article is about the skills themselves and what they do in battle. ![]() It’s very easy for a player to get bored with the skills in your game if you aren’t willing to break away from these staples and create some unique abilities for your characters. In most RPGs that I’ve seen, the skills tend to follow a pretty boring formula (typically a formula borrowed from Final Fantasy games): you’ve got skills that deal (or heal) different amounts of damage, to some enemies or all enemies, and you’ve got skills that inflict or cure status effects. There are lots of ways to handle skills in your RPG. ![]() When done right, skills can be a lot of fun (for the player and the developer!), but when done wrong they can make an otherwise-good battle system become boring fast. It’s been a while since I’ve written a straightforward article about RPG Design today I want to talk about something that is crucial in most RPGs. ![]()
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