So here's the deal, I'm planning on ignoring the staple experience system built into the OHR, and going with an item-based advancement system. This would all be handled with increasing stats with out-of-battle usable items, which I believe will not disqualify me for the HotOHR contest (correct me if I'm wrong)
The idea is to give the battles a sort of Paper Mario balance, where the stats are all fairly low, keeping the balance balanced and the math simple. I'm also keeping the trend by making skills equipment-based as well, so you have to equip your special attacks ahead of time (you, of course, can make multiple-spell granting equips through the craft system.) The idea is to keep the battle system focused on preparation more than grinding.
Stat increases will all be found or earned, with crafting options near the end-game (can't let you make one character omnipotent after all.) On Paper this is a pretty solid premise, but I'm curious what the community thinks about it. And yes, I'm perfectly aware this will lead to imbalance among the playable characters but the way I see it, no one used Cait Sith, did anyone care if he was level 99?
For the record, I totally used Cait Sith.
as for updates, an excerpt from my notes;
Quote: Kuskii’s Still:
C(lear). Potion:
-Restores 25% MP
cost: 1 Bottle, 10 Teeth
unlock: from beginning
“It’s a clear potion. I think... Yeah, I think this is just water...”
Y(ellow). Potion
-Poisons enemy.
Costs 1 Bottle, 10 Teeth
unlock: from beginning
“It has the word ’Jarate’ on it. I really don’t think we should drink this.”
R(ed) Potion
-Restores 25% HP
Costs 1 bottle, 10 teeth
Unlock: From Beginning
“I think this is just tomato soup.”
B(lue) Potion
-Restors 50% MP
Costs 1 Bottle, 3 ???, 25 teeth
Unlock: ???
“This is mostly Moch-aid, but I think he added something...”
O(range) Potion
-Fire Damage to all enemies
Costs 1 Bottle, 3 Moonshine, 25 teeth
Unlock: ???
“It’s hot, and I think it’s humming. And the instructions read “Light, Get away.”
Stay classy, Slime Salad.
—- So anyway, how are you?