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So I've been playing Fallout 1 lately (fun game, even if it's bit more savescummy than I'd like), and I'm reminded of how much I like the idea of traits. For the basics of what they are, when creating a character, you get to choose up to two traits. Some are mutually exclusive, but they all follow the same pattern: They provide a positive effect and compensate with a negative one. Examples include Gifted (you get more S.P.E.C.I.A.L. stats, but all your skills are reduced), Fast Shot (Firing a gun takes less action points, but you can't target specific areas), Good Natured (reduces combat skills while increasing skills like doctor, speech, bartering, and the like), Jinxed (Everyone suffers from more critical failures, including you), and so on. While not perfectly balanced, I find it to be an interesting concept, and that it could work in Fire Emblem rather well with some tweaks. Note that the ideas I give here are based on the presumption that they will be picked when creating the Avatar unit. Partially because forcing a player to adjust to a certain trait on a normal character would be questionable game design, and partially so I can use "you" when writing the flavor text. Also, It's pretty obvious which ones are mutually exclusive, so I won't bother bringing that up. I aimed to make the skills able to broadly fit any game, although there are times when it's clear it works in one game better than another. Hard Hitter Flavor Text: While war is uncertain, it is unwise to rely on luck. You ignore all the fancy spins of your peers and instead focus upon delivering strong, reliable, and damaging strikes. Effect: Increases Normal Damage; Reduces Crit Chance and Damage Finesse Flavor Text: Every opponent has a weakness somewhere, and you aim to exploit it any way you can. You're good at ending fights quickly with a masterful stroke, but struggle with dealing damage any other way. Effect: Decreases Normal Damage; Increases Crit Chance and Damage Close Combat Flavor Text: Even though you can attack from a distance, your enemies will try to close that advantageous gap. You prepared for those days, and thus are more competent at engaging an opponent one-on one rather than far away. Unfortunately, the subtle differences between hitting someone at point blank range and from several yards away are great enough that you struggle with the latter. Effect: Allows Archers to counter at 1 range. Increases Hit/Avoid when attacking/defending at 1 range for 2 range (and above) weapons; Decreases Hit/Avoid when attacking from 2 range and above. Guardian Flavor Text: You focus on everyone getting out alive rather than on personal glory. Many have been saved by your dedicated defense, even if it's at the sacrifice of a lower kill count. Effect: Increases Dual Guard Chance/Activation; Reduces Dual Attack Chance/Activation/Damage Synchronized Partner Flavor Text: The flow of combat between you and a partner is almost seamless, even if you've never worked with them before. Delivering one strike after another has felled many a strong foe Effect: Increases Dual Attack Chance/Activation/Damage; Reduces Dual Guard Defen Renowned Flavor Text: Whether through legend, actions, speeches, nobility, fame, fanservice, you have a mighty presence on the battlefield that cannot be ignored. Regardless of the reasons, fellow soldiers, even those farther away, are inspired to fight stronger than they otherwise would. As with what happens with most great figures, however, your deeds outpace your character, and inspirational legends can only go so far. Effect: Increases Support Effect Range; Decreases Support Bonuses Close Supporter Flavor Text: You are good at noticing the depths of others and bringing out the best of them. While you may not be able to inspire large crowds as some others can, the people you do support benefit greatly from your encouragement. Effect: Increases Support Bonuses; Decreases Support Effect Range No Kill Rule/Combat Pacifist Flavor Text: For one reason or another, you have sworn to never kill another human being. While many would consider this unwise in war, in truth your abilities were only sharpened as you learned how to pull punches, exploit weaknesses, and capture foes without an issue. Effect: Reduced/No Penalties for Capturing; Cannot Kill Enemies (except maybe monsters/terrors. Can still damage opponents to a minimum of 1 HP, however), Cannot Crit. Valentian Weapon Techniques Flavor Text: In a foreign land called Valentia, swords and lances were so common that instead of having an advantage over each other, they fought on even ground. Intrigued, you studied and applied these techniques. Regardless of what weapon you wield, you are never at a disadvantage. Unfortunately, you never have the advantage, either. Effect: Weapon Triangle is ignored, regardless of weapons. Weapon Preservation Flavor Text: "Whether because of the lack of funds, the sentimental value, or simply because you've been in combat so much, you've learned several tricks and techniques for keeping a weapon at prime condition far beyond what many blacksmiths and shopkeepers expected. Indeed, some of your weapons have lasted entire wars, while others saw theirs break in their hands and had to replace them. What you didn't learn was how to preserve your weapons durability while also being able to skillfully utilize combat arts without reservations. Effect: Has a high chance of not using up a weapon use; Lower Skill Activation/Higher Combat Art Cost. So what are your ideas if such a mechanic existed in Fire Emblem?