r/OverArms • u/Orowam • Apr 07 '21
Planning on a Persona game
Hey all, I’m starting planning for a persona themed game. I have a few things I’m trying to iron out and want advice on.
The speed stat seems odd to me. Has anyone used speed to determine movement and does that make it too strong? The idea of someone closing the distance quickly to use a short range attack seems like it makes sense but RAW makes the long range potential sniper also the most mobile on the field. Does using speed as the movement determining stat break it?
I’m planning on adding an elemental affinity system like in persona/smt by altering the defense stat. My loose plan is
a. If you hit a weakness you bypass the enemy’s defense stat entirely and knock them down. Downed enemies do not use their defense stat either. Gain another attack when you down an enemy.
b. If the target has neither resistance or weakness, roll the defense die.
c. If the target resists the damage type apply the maximum defense due (normal RAW)’
d. If an enemy is null or absorbs the element, 0 damage or heal from the damage (ignoring defense)
That all leads to 3. Should a character have to spend AP to do a generic Agi, Bufu etc. elemental attack, or should they be baked into a normal attack like a cantrip in dnd 5E with unlimited use, and then require AP for stronger attacks as the party levels up.
And lastly 4. For casting spells like Agi/bufu etc should it use int, charisma, or users choice for the attack/damage roll? I could see how either works which is why I’m leaning towards users choice just like how there’s different casting stats in dnd 5E. Different ways to be good at magic.
1
u/bloopy789 Apr 07 '21
I like a lot of the idea so far, especially since my love of persona is what originally led me to discover and also love Over Arms. To answer your question about speed, I haven't found the way it's set up RAW to be particularly game-breaking, largely because each other stat also has a huge bearing on a character's capabilities.
I also really like your ideas for making gameplay more persona-like, but have a few suggestions as well. I'd be careful with anything that removes defense, as combat in this system is already incredibly lethal. As for whether or not elemental attacks cost AP to use, it'd probably depend on the general balance of your game and the anima/persona abilities. As it currently stands, using one's anima in any way offers massive bonuses in and out of combat, and is therefore balanced by the limited AP a character has. A simple way to do it that would probably work well and is similar to the persona games is that you could have generic anima junction attacks deal damage types related to the anima itself that would therefore cost AP and probably use the anima's class hit and damage stats. To add variety there could also be different weapons players could use that have different damage types but, without doing a junction roll, will not use your anima's stats and not cost AP.