Can't say I'll be particularly helpful (I'm awful at math taught beyond the 4th grade), but I'll do what I can.
- A way to implement Half-Demons and Ascended
Not sure what Ascended is...however, you can make Half-Demon/Demifiend an optional (or if storyline dictates, non-optional) prestige class.
- How to balance out Summoners vs. Enhancers
Well, one problem I see is that many of these classes seem to be redundant for a starter. The unique ones seem to be Demon Controller, Devil Summoner, Persona User, and Avatar Tuner; the others don't seem very useful (except the Demifiend). After all, not all bases need to be touched.
I'd say turning some of these into prestige classes: I'm referring to Demifiend/Half-Demon/Hito-Shura, Wild Card (I read up on this and it sounds more useful), and Demon General. Both of these could pass as stronger versions of existing classes (Wild Card for Persona, Demon General for Demon Summoner) or just something that can be acquired due to reward/storyline(Hito-Shura)
- Figuring out Bosses and Mini-Bosses
Well, we could just take the bosses from previous games and buff/debuff them accordingly. I'd imagine it would be mostly buffing, though. In any case, there's a massive amount of them that we can figure out once we start a Demonic Compendium/Monster Manual and would probably involve test runs as well (you want to get started on that, btw, or do you want all the mechanics set in stone first?)
- Handling and balance of abilities
Well, it seems that Enhancers should have more skills to choose from than Summoners, seeing as they're lone wolves. Also, consdier limiting certain skills to certain classes.
- Whether or not to put in technical "skills", like driving or athletics
Actually yeah, I don't see the problem, so long as we don't make about 100000 skills for all sorts of different things. Upon reflection I can see the benefit of driving a tank to crash into King Frost. I do think this shouldn't be a primary concern, though.
- Ruling whether physical skills use a percentage of HP like in newer games or a straight number like in older games
I'd go with percentage rounded down over a straight number. This way, a Glass Cannon
won't get totally obliterated in a turn while a Mighty Glacier
stoutly goes Deathbound for 5 turns.
- Determining skill stat prerequisites
Pretty straight forward. Say Garu takes a minimum of 4 Intellegence, while Magaru takes 7, Garula more, etc. As far as anything definitive, I'd need to do some research.
Again, not too bad. Crib from the games, toss in a bit of spice, etc. I believe there are listing of each game's equipement and what they can do/hit rate/etc. Of course, certain classes should have better/worse proficiencies in certain weapons than others.
Uh. What do you consider tools?
- Figuring out a good income of money
Steal bicycles! WITH JACK FROST FUCK YEAH
This would seem to depend on if the world we're creating has two seperate worlds (Earth/Makai) or is a fusion, or some sort of invasion, etc. Demons having yen/U.S. Dollars dropping everywhere is much easier explained if the worlds aren't seperate imo. On the other hand, demons dropping macca, the currency of choice of Makai, makes sense. Maybe the world's made some sort of deal with the demons like in SMTII, when Lucifuge prints the money everyone uses?
- Figuring out All-Out Attacks
Those sound like instant death in an tabletop RPG, with the enemy being on their backs and tmporarily helpless. (Least that's what I've read up.) This depends on what you want to do about a down status.
Alternatively, you can just double attacks.
Maybe I'll try generating test characters with what's here, make up a demon, etc.
I have a few more random things to say as well:
- Intelligence should determine MP, while Magic determines spell power and defense.
- The Critical Hit bar is a little too high, I'd say it a 11 or 12 to crit and not a 10, 11 or 12. It's a little more special. :3
- I think you should add Paralyze as a status condition. Not 100% immobility, more like 25%.
- Also, Gun damage should be deprived from Speed.
- Let's not forget the magical element stones like Bufula Stone, Agilao, etc. Those should deprive from the Magic Stat if they don't have fixed damage. Maybe add a nice feat for them too. It's a good way to get Summoners magic capabilities without being brokenish.
^ Speaking of which, are Persona Users basically magicians? It seems that way. However, I've never played Persona, so I'm not sure how to quite balance them.
edited 3rd Dec '10 9:26:36 AM by Neccy60