i have a not-fire emblem game, Blazing Insignia, cookin' up on the backburner, idly thinking about it while i make my current thing.
think i'm gonna remove the weapon/spell triangle, and just keep the damage bonus vs type [spears do well vs Cavalry] for a few reasons:
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Weapon triangle works in Fire Emblem because by mission 3, or like 2~ hours of play, you're fielding like 8 to 10 peeps.
In Blazing Insignia, that'd be session 1, or one mission, or most likely, the tutorial fight to ease peeps into a new system. -
GM and player limits. What if two people wanna be Swordguy? What if someone wants to be bowguy? What if the GM wants to deploy spearguys?
The triangle would be a hard limit until a big advancement, which would take a while to never occurring bc of scheduling conflicts.
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farthing self from fire emblem.
any step I can take is a good one. There's no triangle, more based on cool weapon skills, and it's more upfront about being science-fantasy vs emblem's occasional sci-fi shit. -
don't need to make req abilities
there's a kind of ability i see in some games that's like
"Use HP as damage!"
"Use this stat for this ability!"
in TTRPG shit, you see it in like a lot of PBTA. Wizard can use Int when Kicking Ass! shit like that.
I dislike that design because, in like pbta stuff, it makes certain statlines just The Best.
Like, Chosen One's statline in Monster of The Week, why would I take any of them but the one that lets me Kick Ass most consistently?
Oh boy, time to be a magic Chosen One and... stun the world? Describe cool-ass magic only to do 1AP harm on my turn? Rad, cool, oh my rival just shows up to kick my ass and I can't slap their shit? Rad.
talking from experience and yes i could work w/ my GM n' all but, bleh. Just wanna be a cool magical girl w/ a rival, gotta finagle it instead of just being able to Do It.
triangles, good for gamu where you control a shitload of peeps, not as good for gamu with 5 different players when variety is the goal.
