Sunday, February 20, 2011

Suikod20: Overview and Runes

First of all, I realize I should probably provide an outline of the general stuff that is being or will be worked on in this project so you can see how it all goes together. It is here (copy-paste the link):

[Sorry, the link is broken. If you know me, you know how to contact me for the documents should you want to look at them. If you don't know me, for privacy purposes I am sorry I cannot help you at this time.]

Second of all, I have finished a new draft of the Runes and Rune Spells Document. This document contains only spell runes at the moment. It is almost 50 pages. Holy heck.

[Sorry, the link is broken. If you know me, you know how to contact me for the documents should you want to look at them. If you don't know me, for privacy purposes I am sorry I cannot help you at this time.]

This system is largely the crux of what will—or won’t—make “Suikod20” work. I already wrote this up once and then thoroughly revised (my long suffering comrade-in-game-system-scheming Allen had a look at an earlier draft—much is changed since then). Believe it or not, the system I had earlier for how you determine caster progression and caster level was more stupidly complex than it is now.

Caster progression still needs to be fixed. I think overall, everyone needs more spells per day (because I realized that while there’s some nice flexibility of the runes, even the best spellcasters will only be able to have “12 known spells” at a time, effectively (if 3 spell runes are equipped, right hand, left hand, and forehead). The advancement also needs to be adjusted so that 2nd tier spells can’t be cast earlier than 4th/5th level, 3rd tier spells till 6th/7th level, etc. You’ll see further notes on this in the section. Ideas for an algorithm to determine this—or hell, take a crack at it yourself (PLEASE, I can’t add 2 and 2)—are very welcome.

As for the runes and their spells, I figured out very quickly that if there was a discernible pattern to how Konami determined what made something a high or low tier spell or how a rune balanced with other runes, I certainly couldn’t find it. As you will note, I took a basic guideline for what a given rune spell’s comparative spell level to PFRPG spells was and ran with it. I am far more concerned with comparable balance—maybe too much? I don’t know. Read through and see.

Most spells for runes were done this way:
1. Look up what the spell did in Suikoden
2. Determine rough comparable spell level
3. Look through core and APG spells. If found very appropriate analogue, used that, with edits where necessary.
4. If no existing spell, try to make a spell that mimics the video game spell’s abilities as reasonably as possible while also working well with PF game mechanics and seem of the appropriate spell level.

Note that I tried to remember to note on spells if they were of a descriptive subtype, like “fire” or “death”—and frequently, I forgot. If you note something should have a noted subtype (to help determine whether someone is resistant to it), please write it in.

I have copious notes in the whole section about where I derived a spell from (the APG came out between the first draft and this draft, and kindly provided lovely spell sources I didn’t have before) and loads of uncertainty about how a spell should play out. Ample feedback desired.

This is a lengthy document so I do not expect fast turnaround; anything you can offer is much appreciated.