Posted December 02, 2020
toxicTom: One could also implment a rune-system. This would get rid of the learning altogether - you need to find the rune for the effects and stuff, and once you have them, you can cast the spells they combine to.
For growth the runes themselves could grow in power the more you use them. Additionally the character could have a generic "magic talent" to improve rune use (or "mana"). Maybe some high-level runes would require more magic talent to use at all.
Or, some games you don't need to even find the runes. Dungeon Master is like this; if you know the runes for a spell, you can just cast the spell. This also allows the player to guess spells; it's not too unlikely for a player to accidentally cast Fireball when trying to use a basic light spell because the player accidentally clicked an extra time. For growth the runes themselves could grow in power the more you use them. Additionally the character could have a generic "magic talent" to improve rune use (or "mana"). Maybe some high-level runes would require more magic talent to use at all.
There's also Rudra no Hihou; to learn a spell, you just enter a mantra of up to 6 katakana characters, and every mantra corresponds to a spell. Then, with clues the game provides and some experimentation, you can find mantras that yield better and better spells. Also, some spell names from other JRPGs can be used, and some of them are suspiciously similar to the original effects. (For example, using the name of the sacrifice heal spell from the Dragon Quest games will give you a sacrifice heal, and Reraise (from Final Fantasy 6) is also suspiciously similar to its FF6 counterpart.)
dtgreene: I've come to like the way growth is handled in some SaGa games, namely 1/2/3r/Frontier. In these games, the system is classless, but you have different races (3 in 1, 4 in 2/Frontier, 6 in 3DS), each of which has different rules for growth (well, 3DS does have less variation, but it still has some, especially with Robots and Monsters not getting most of their naturally gained stats). You might have humans who might gain stats through practice, but you have other races, which gain stats and skills in different ways.
toxicTom: Sounds interesting. I could imagine that robot-like characters would need to upgrade soft-/hardware to learn new stuff (or even replace abilities), while some monsters maybe "learn" by eating somebody who can do what they want to do... :-) * Robots can equip normal equipment. Doing so gives robots stat bonuses, and they're different (and typically much bigger) than the bonuses that humans and espers get (plus, robots get stats from everything, unlike humans and espers).
* Robots are not subject to body slot limitations. For example, a human or esper can only equip one suit of armor and one helmet at a time; robots do not have that limitation.
* In SaGa 2, robots don't learn special abilities, but said abilities aren't needed (humans don't get them either, and they're less powerful than just using weapons or spellbooks). They do, however, recover item uses at the inn (though only to half the uses that other races get), and such weapons include things like machine guns that can hit entire groups of enemies.
* SaGa Frontier has robots learn special abilities from enemies. There are also circuit boards that they can equip; some allow special abilities to be used if the right ability is equipped. (The number of slots the robot has for them is based in its intelligence; it should be of no surprise that circuit boards typically increase this stat when equipped.)
I wish more games would take approaches like these to character growth; the level/XP system really has gotten old and heavily overused over the years, and there's so much design space that hasn't been explored here.
Post edited December 02, 2020 by dtgreene