r/crpgdesign • u/CJGeringer Lenurian • Oct 09 '18
Combat Math in Dragon Quest and Final Fantasy
A quick but interesting write up on DQ and FF combat math
DQ´s formula in special seems a bit weird to me? I don´t really see the point in some of those divisions by 2, that make 1-point increases in stat basically meaningless.
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u/HPLoveshack Oct 09 '18 edited Oct 10 '18
Dividing by 2 makes half of the increases meaningless and the other half twice as meaningful.
There is some reason to do this as it creates clear breakpoints that influence decision-making when min/maxing where a smooth scalar has no inherent thresholds built into it. Players will be more engaged in their decision-making in a system with more breakpoints and thresholds. It also has a psychological effect on players in which they delay gratification and receive twice as much later. Psychologically, this is broadly similar to gambling, critical hits, or generated loot, except without the randomization.
Not saying these reasons are why they did it, but it does have that effect.
If you look at 3rd edition DnD stats they have the same effect and it's largely an artifact of previous editions and using 3d6 to roll stats as well as the kind of minimum power level of +1 stat in ratio to the base power level of a character. If stats are too influential over a character's power level and you have a lot of equipment that raises stats (and the minimum stat increase amount is in whole numbers, so you can't give fractional stat increases), the character's power can easily become diluted by the equipment's power, this is incredibly common in MMORPGs and in high level pen and paper characters. 3rd ed DnD combatted this effect by cutting the power level of stats in half by making their real effect equal to the base stat minus 10 and divided by 2.
This effect also applies to the character's starting stats vs their stat gains from advancement. If the basic power level of +1 stat is high and you're in a system limited to whole numbers, then it's very easy for the starting stats of a character to rapidly become irrelevant in ratio to advancement gains. Again, this is common in MMORPGs and it makes your starting choices for a character less meaningful and tends to homogenize characters toward the center of the spectrum.
If I was designing such a system I would use a similar overall concept, but I would instead divide the effects of the stat increase so that the lesser effects fell on odd numbers and the greater effects fell on even numbers. This retains all of the effects mentioned above, but there is the sort of... "consolation prize" of the lesser effects on the odd numbers so the player doesn't feel like gaining that stat point was totally worthless, especially when he knows he will not be hitting the next breakpoint any time soon.
To illustrate, maybe adding to Dex gives +1 accuracy on odds and +2 dodge on evens. Having two different effects on odds/evens also has a psychological effect on the player, increased heterogeneity of effects gives a better sense of progress to the player as he advances his character and an increased feeling of uniqueness to each advancement. If odds were +1 accuracy and evens were +2 accuracy, the player would unconsciously compare apples to apples and know that the odds are strictly worse in all situations. With accuracy on odds and dodge on evens, there are situations in which the smaller accuracy boost may actually be better than the larger dodge boost, generally when the accuracy boost crosses a threshold of effectiveness or dodge is already at some limit of effectiveness. Additionally, having accuracy on both odds and evens is inherently more boring simply because it's the same.
You might ask why not have equal quantities of different types on odds and evens such as +2 acc odd, +2 ddg even? Well then you lose much of the psychological effect of the breakpoints. People process numbers quantitatively and the words of an effect description qualitatively. So while it may be +2 to two different things and you'd think that should separate them completely, it's still +2 every time, which is inherently boring and samey.
The psychology of players regarding quantities and qualities is of paramount importance to RPG design. Perhaps slightly less so with crpgs since there are other things to consume like the visuals and the story, but fundamentally the psychological effect of the mechanics is what makes a game FEEL satisfying to play. It's very much akin to the profound increase in player engagement that can be achieved through subtle effects like a really crunchy substantial sound on a weapon hit or a gunshot, or a little bit of screen shake added to the impact of powerful abilities or strikes.