EtherPenguin
Koopa
- Pronouns
- He/Him
DQXI is great. Having more than one weapon per character but still not letting them access all weapons is a nice middle ground. 8's system is a little similar, you don't pick nodes in a tree though, you just select between four categories to invest in and receive skills from that category linearly. Monolith's own Xenosaga 3 is a bit like that too except there are only two skill paths to go down. Like you said, there's still overlap because most skills are tied weapons (Sylvando has just about all the same knife skills as Erik) and there's a universal list of spells that all characters and monsters pull from. There's still some unique stuff like Erik's afterimage clone gimmick but the system I would employ would try to make all moves unique to the character. So two mage characters might both have access to a healing tree but they would go about healing in different ways like:Yeah I do think it depends on the game what system is best - I tend to like both systems so long as they're well implemented, though imo XC3 is not a great example of a job system. Monolith has experience with unique roles though so I'm hopeful for FR's system
The system you describe kinda reminds me of DQ XI, actually. Each character there has 3-4 skill tree branches focused on a weapon or magic type. There's some overlap between some characters but overall everyone feels pretty unique while still having some build variety
Character A's Wind Seer tree (traditional healer):
Cleanse - Heals one ally for a small amount and removes the most recently inflicted status ailment. Costs 3MP.
Bond - Mark an ally to receive healing whenever another ally is healed. Usable once per battle.
Gale Force - Deals weak wind elemental magic damage. Blows away status buffs. Costs 5MP.
Spring Breeze - (Special) Heals all allies for a large amount and boosts evasion for five rounds. Consumes Special Gauge.
Chain Healing - (Passive) Healing an ally with a non-special move fills the special gauge by 25%.
Character B's Alchemist tree (drain healing w/ mana restoration):
Leech Seed - Drain HP from the afflicted enemy and share it with the party. Lasts five rounds. Costs 2MP.
Hypnosis - Inflict sleep on a group of enemies. Costs 5MP.
Essence Stream - Grants 3MP to allies (excluding self) and boosts their magic power for one turn. Costs 3MP.
Devour - (Special) Deals strong dark elemental magic damage. Restores HP and MP to the party if killing a leech seeded enemy with this move.
Drain Touch - (Passive) Normal attacks absorb 1MP.
Obviously, they would have more than that per tree, but you get the idea. The main thing is coming up with a theme to base the tree around and then the other two trees would need to have abilities that synergize with the first tree and each other to make grabbing stuff from multiple trees enticing while also having their own themes. I'm probably straying off topic though.
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