« on: November 01, 2019, 01:00:27 pm »
Runic: sounds very fair, but overly complicated and inconsistent in its effects.
The original from FF6 simply negates the next spell that is cast and the user's MP is restored by an amount equal to the spell's MP cost. The effect lasts until a spell is absorbed or a different command is issued. Note that it will absorb ally spells, not just those cast by enemies. And you cannot take any other action while using it.
What makes it op, especially in the context of FF1, is that you can use it to steamroll enemy casters. Moreso if you have multiple characters with runic.
I think it should be as close as possible to the original to start with:
When you use runic, the effect lasts until a spell is absorbed or the start of the user's next turn.
I don't think it should do anything more than give you 1 mp. The main purpose is t to cancel a spell, not generating mp.
To prevent it from being op, the first measure is to note that it should not affect enemy skills. So Chaos should not get steamrolled just cause you have a red mage using runic in the party.
The next thing to consider is multiple runic users. They could potentially stop a whole party of casters. However, if you do that then your party is not attacking or healing. So it sort of self balances due to it's simplicity.
Now if you really want to limit it more, then my previous suggestion should be enough. Just make the runic effect personal. In other words, it only absorbs spells that directly target the user.
This way it doesn't fully interrupt spellcasting and you can kinda more reliably get back MP.
However, how to handle spells that target the whole party?
I suggest that in this case you can either simply negate the effect only on the runic user. Then they can either not gain any MP from it since they only absorb part of a spell, or you can set up counters to tally 1/4 MPs.
On a side note, you might consider having a level requirement for the class skills so that some of the more powerful commands aren't available right away.
Focus: if you want to go with that version of it, then that sounds really good. However, if you use a fixed value, then the skill will eventually be near useless at higher levels. I suggest using 1/2 the user's level, round up.
Pray: I remember it being pretty weak in that it might not work at all.
The original version in FF4 has a 50% chance to cast Cure on the whole party for free. It is a spell effect so the healing is split and it is subject to reflect etc.
To start, FF1 doesn't have the ability to split spells, but it does have the source of that concept in the form of the heal spell.
The simplest thing to do then is make it cast Heal with a 50% chance to fail.
The only problem is that it's less useful as you level up.
Maybe instead of only casting Heal, you can have it do more as you level up.
How about this? The failure rate is based on the user's level. Base rate is 76 - user's level. So at level 1 it only has a 25% chance of working. And at level 50 it has only a 25% chance to fail.
Beyond that, you could add more powerful Heal spells to it.
For example starting at level 16, if it succeeds it has 75% chance to cast Heal, otherwise it casts Heal2.
Then at level 32, when it would normally cast Heal2, it instead has a 75% chance to cast Heal2, otherwise it casts Heal3.
Basically, it would be a three tiered algorithm that does multiple percentile rolls.
How does that sound?