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  1. 2 months ago
    Anonymous

    For me it's vancian casting.

    • 2 months ago
      Anonymous

      PP actually punishes you for using the same move every time amd encourages to use other moves, mp just becomes irrelevant when you like 400 and the best spells cost like 30

      Now this is contrarian

      Still the best mp system for me is the DoS one where it just a cool down amd makes don't have to be gimped

      • 1 month ago
        Anonymous

        moronic opinion, PP in practice just discourages the usage of niche moves and encourages the player to only use moves with a good DMG:PP ratio, the game is braindead easy and therefore a reflection of this design-end

        • 1 month ago
          Anonymous

          >the game is braindead easy and therefore a reflection of this design-end
          the game is aimed to 5yo kids

    • 1 month ago
      Anonymous

      >for me it's [unplayable trash]

  2. 2 months ago
    Anonymous

    Fallout style Action Points that you can also pass turn to store

  3. 2 months ago
    Anonymous

    For me it's BP

    • 2 months ago
      Anonymous

      Now this is based, not ONLY is BP really good, but the fact that based on proficiencies, the player also has either a guaranteed chance to use up
      >Durability
      Or even depending on the item or weapon
      >LP
      And this can be mitigated over time through upgrades and investments but it also depends on the move. So much about the way it works in Minstrel Song is just PURE FRICKING GENIUS! I don't get how this was one of the few games to get resources management right as BP is better than WP or MP, durability and LP management. Goddamn this game was so good

      • 2 months ago
        Anonymous

        Minstrel Song's BP system is the result of many years of experimentation from the previous games, most games do not really experiment, let alone build on their systems and learn from the mistakes of previous entries, they just rehash and add gimmicks on top.

    • 2 months ago
      Anonymous

      It depends on the game and what it's trying to accomplish. Dungeon crawlers want a resource that dwindles over time. That can be accomplished by all types of mechanics that dictate how many uses of a skill you have. MP is for overall skill usage so the player has to be choosey. Charges per skill can let the player use other skills more freely while more powerful skills having less charges. Vancian is between the two. Different tier spells has their own set of charges so you have to choose what high tier spell you want to use since it'll be a limited resource. On the other hand you can more freely use lower tier spells without them eating into your high tier spell resources.

      This is the best method for anything that isn't a dungeon crawler. One of the satisfying aspects of RPGs is to develop your characters, and obtaining new skills is part of character development. Having a way to generate resources for skill expenditure during battle allows you to use skills you've acquired more frequently for more satisfying battles.

  4. 2 months ago
    Anonymous

    For me, it's AP.

    • 2 months ago
      Anonymous

      I played this game Galerians recently and in it AP stood for “Addiction Points”. Magic was used by abusing chemicals and you were penalized by overdosing if your AP hit capped out after repeated use. Kind of a cool implementation.

      • 2 months ago
        Anonymous

        (NTA)
        It's been 2 decades since I played it, but from what I remember...when you overdose you move very slowly, but you become very powerful. Anyone who is near you would lose their heads.
        This is similar to Dragon Quarter. Dragon form is extremely powerful, but overusing it would lead to your death.

        More games need shit like that.

  5. 2 months ago
    Anonymous

    TP
    Unified stamina
    Cast from HP

  6. 2 months ago
    Anonymous

    TP/FP/Whatever it`s called elsewhere. The one that goes up only when dealing or taking damage.

  7. 2 months ago
    Anonymous

    >PP
    I like being able to use my strongest move 5 times before recharge. Rather than having my biggest spells just take 50% of my mana and not being able to spam them.

  8. 2 months ago
    Anonymous

    For me it's spell points that can only be recharged by reading spell books until you've read enough spell books that you memorize the spell and can use it for practically infinity

    + MP

    • 2 months ago
      Anonymous

      >For me it's spell points that can only be recharged by reading spell books until you've read enough spell books that you memorize the spell and can use it for practically infinity
      It's not 1:1 but Disgaea has a magic proficiency system which is fairly fun when done right.
      Spell levelling.
      A spell/skill starts at lvl 0 and can come from a weapon or be unique etc but the more you cast it the more it lvls and the SP required goes down. You can choose to increase it's power output or range at the cost of EXP but still the overall cost will reduce as you use it more.
      Where Disgaea used to get it right was the systems on top of systems approach that the better titles had. Added in with transmigration/job/class switching or mentoring/skill sharing you can build a very kitted out mage capable of using all elements, buffs & debuffs early on, keep up the training and as you build on systems by lategame they're using a magical weep katana with an accessory to buff their magic.

      Good disgaea games understand the fun comes from layering systems, giving players the ability to build the kind of weapons & units they please. Bad disgaea games try to simplify things for to appeal to broader audiences or strip out elements because of an inexperienced 4th generation development team.

  9. 2 months ago
    Anonymous

    Both

  10. 2 months ago
    Anonymous

    I like Saga Frontier 2's system of having two resources, one for physical and one for magical.

    • 2 months ago
      Anonymous

      That's been around for awhile in the series, but it did have regenerating those resource points every round. I believe items you had dictated a lot of the recovery of WP/JP.

      Minstrel Song's BP system is the result of many years of experimentation from the previous games, most games do not really experiment, let alone build on their systems and learn from the mistakes of previous entries, they just rehash and add gimmicks on top.

      I love it in Scarlet Grace due to how intertwined the mechanics are with one another. You only had so much BP to distribute across your party and getting united attacks during your previous turn will reduce the cost of skills. So you can either get more people to act next turn and/or use higher tier skills in quick succession that turn.

      • 2 months ago
        Anonymous

        iirc, WP was set to each character, but JP could be increased by equipping quels. But given that you could only cast magic based on the element of the area and the elements of your gear combined, maxing JP gain wasn't always ideal.

        SF2 remaster WHEN?

      • 2 months ago
        Anonymous

        WP/JP mechanics went through a long evolution that originally started with the old DP system from the gameboy games, which is what Pokemon used as a base for the PP system too.
        >GB SaGa
        Everything works on durability, but you have some gimmicks like Martial Arts getting stronger as the DP goes down, SaGa 1 had a proto-LP mechanic but it was dropped with SaGa 2 and only came back with RS2
        >Romancing SaGa
        Standard JP/WP fuel system, there's minor adjustments between entries but it's fundamentally the same set of two finite resources you can refuel out of battle, from RS2 you have LP again, martial arts still get stronger as your WP goes down, RS3 introduces the Crown system.
        >SF1
        Still standard JP/WP/LP system, but with racial gimmicks such as mechs having a fixed WP pool and being able to regen WP with a certain program
        >SF2
        Last game with the JP/WP System, but you get passive regen rates which can be influenced by equipment such as Quells, DP is back, LP damage starts becoming very important and a main mechanic
        >Unlimited
        HP/LP/DP system, HP acts as both stamina and a main defense modifier for LP damage, DP is the more important stat but the system is overall still rough and a bit unbalanced, high focus on LP damage as now LP are your "true" HP
        >MInstrel Song
        BP/DP system, you now have a global pool for all commands instead of two separate resources, the pool grows like it used to in the pre-Unlimited games, but it also has an expanded version of SF2's regen rates that is tied to each character's basic regen rate and their max BP pool, and you generate the resource through the fight instead of starting with a maxed out pool, to this you add a more refined version of the modern DP system from SF2/Unlimited.
        Now commands consume a variable amount of DP depending on the skill, state of the weapon and the associated proficiency, on top of this there's LP burn mechanics for magic and martial arts, LP damage is tuned down from Unlimited but still a thing.

        • 1 month ago
          Anonymous

          PP only works well if the remaining number of uses affects the effectiveness of the move, like in the gb saga games , or if the number of uses remaining can be only be regenerated individually (like how you can pick more ammunition in shooter games) instead of regenerating everything instantly all at once.

  11. 2 months ago
    Anonymous

    I prefer Mana, but it depends on how often you can heal, and how common / expensive resource items are. Either way is fine as long as it's balanced right, there should always be the looming threat of running out.

  12. 2 months ago
    Anonymous

    PPs are just amped up Vancian magic. Which works just about right if you don't want too punishing system but personally I think that Pokemon is too forgiving with it - realistically the only moment you need to dip into your bag for PP items is the obligatory final E4+champion boss rush. Any other time you're okay using weaker moves or can reasonably easily visit Pokecenters for healing.

    • 2 months ago
      Anonymous

      EDIT: And from other systems I really enjoyed global shared mana in Hat World. All player characters and enemies use mana from single pool, meaning that you can cuck magic-using enemies out of using their spells with proper timing (and vice versa).

    • 1 month ago
      Anonymous

      >Any other time you're okay using weaker moves or can reasonably easily visit Pokecenters for healing.
      this just makes it annoying and bad. maybe it would matter if gyms had to be done in one shot with no items. works well enough for e4 and multi tho

  13. 2 months ago
    Anonymous

    HP, MP AND
    TEE PEE

    Search your heart.

  14. 2 months ago
    Anonymous

    >PP
    :3c

  15. 1 month ago
    Anonymous

    The only issue with MP is mana restoring items. They should not exist. Or at the very least they should not restore mp instantly but make a gradual restoration that maybe is only 2 or 3 times as fast as natural recovery, also it should be an item that needs to be constantly in use to work so that it would limit what other actions character can do at the same time (if character is concentrating on some item extracting mana then he obviously cannot do other things that might disrupt his concentration). This would limit mana restoration to just being slightly faster and almost unusable in battle, unless character has specific attribute like high concentration/willpower/intelligence (at the expense of other attributes) that allows some multitasking abilities or in some specific battle scenarios character can hide and recover his mp (and hopefully does not get discovered by the enemy during that time). Items like should obviously be consumable and expensive ones at that.

  16. 1 month ago
    Anonymous

    I think citizens of earth does a interesting way where you have to build up stamina by doing weak attacks but use stamina for really strong attacks.

  17. 1 month ago
    Anonymous

    Depends of the game, I like others Type of mana like
    >SaGa and FF1 any Magic limited a number of time
    >Tales of CC
    >Xillia CA that Limit the MP use in combo
    >Arise/Berseria soul gauge
    >KH2 recovery bar

  18. 1 month ago
    Anonymous

    I can't take anything that uses pp seriously.

  19. 1 month ago
    Anonymous

    A randomly rolled MP pool every encounter. The issue with MP is that it's typically a fixed value and removes the need to choose spells. I also like games where elements also fluctuate.

    By having available mana being an actual variable it at least forces some consideration of what you cast. There's the odd game where something similar has been used - where a particular element is in higher abundance and the costs/effects are lower/higher I like things like that makes magic seem a bit more like a part of the world.

  20. 1 month ago
    Anonymous

    Spell charges that are actually more like "action charges"

  21. 1 month ago
    Anonymous

    Mp is better

  22. 1 month ago
    Anonymous

    per turn AP with persistent MP pool for stronger stuff is the best

  23. 1 month ago
    Anonymous

    FP from Wild ARMS 2/3. Starts at the character's level each battle (so a level 10 character starts with 10/100 FP). Is not consumed by normal skills. However every character has four different limit breaks (Force Powers) that consume multiples of 25 FP (so lvl 1 force power consumes 25, level 2 consumes 50 etc).

  24. 1 month ago
    Anonymous

    SP

  25. 1 month ago
    Anonymous

    PP is a lot closer to spell slots.

    • 1 month ago
      Anonymous

      peepee haha

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