>>1211658>perhaps. would probably be best to play within the bounds of the original design first before thinking about modificationsPerhaps, yeah. While I was mostly adapting from Sonic Heroes' class types, Speed, Power, Fly/Jump along with the addition of Technique are a pretty balanced quaternary of physical attributes.
And while Sonic RPBG doesn't rely on HP or MP, it wouldn't be difficult applying something of the like. The number of Health Points for an individual could be Power+4 or something like that. (The Skill Card for Humans and Zeti have an ability called "Stamina" which is just that, allowing them to be more durable than Mobians and Robots.)
I admit, Sonic RPBG may still have issues which I have overlooked. I'm hoping if I ever finish it and present it on Steam Workshop, I will get feedback on how best to tweak and fix the system.
For example, it's hard to gauge appropriate Difficulty Numbers of enemies and challenges. I believe three is a standard difficulty, but if users will be using their A or S-rank skills, then 7 or 6 would just be skippable at that point. But if I go with 10-12 then it maybe too difficult? i dunno. I'm hoping for feedback.
>perhaps. would probably be best to play within the bounds of the original design first before thinking about modificationsWell, the idea of making my own fantasy setting could be a way to adapt the gameplay for more traditional RPG elements. In the video games, Sonic does not have a traditional Health-gauges or the like, which is why gold rings serve as both health and currency in the game. That would be a feature unique to Sonic RPBG.
If I did make, say, a Super Mario RPBG, I would have to give that game a new health system to represent the games. Such as making three hit-points the standard for all playing characters, given that's traditional to both bosses and Mario since Galaxy.
That or however Legend of the Seven Stars did it. I never played that game.
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