Jisen Meizuki
it sounds quite similar to Gamble and Vengeance
..No? Not at all. I'm not sure what you find similar.
Jisen Meizuki
Canto: I was thinking the same way of how FE7 set for the Canto
FE7 doesn't really have canto, only after visiting. Canto became a big thing in Tellius.
Jisen Meizuki
Healtouch: I thought Healtouch gives 5 extra HP points when healing an ally, not being able to use staves. sweatdrop But anyway, if you're planning to take that out, you can take Roy's suggestion about replacing it with Miracle.
"Healtouch: Heals friendly unit 0-1 spaces away; Requires stave utility". It essentially gives stave users the ability to heal with their staves instead of just bonking with them. Just because a skill exists in an FE game doesn't mean it works the same way in this game.
Jisen Meizuki
Item/Weapons: If the stats of the unit gets carry over, then it should make sense to have the item and weapons to carry over. I'm curious about the weapon level points. Will it be 100 points as the character level or will it be cut to 50 points since weapon level don't get bonus points as killing an enemy does?
I already stated that stat boosts from items will not be carrying over between games. A player has the chance of picking up one of them every time they land on an item pickup square. It would become broken really fast.
Weapon levels would rise at the same rate as in FE7.
Jisen Meizuki
Growth Rate: I have to agree with Roy about giving 100 points. It will make the character broken when given that much. I suggest perhaps with each level the character gain, give them 2 or 3 points for them to decide how to customize their character. I was thinking about having the character use a 4-sided dice to decide how many points they can gain when level up, but that was silly and it sounded like an action phase instead of just normal growth rate.
....It's really not. When I say "use" the base growths, I mean that loosely the same way I loosely used the base stats for the classes as well. I'd come up with low base growths and then the 100 is really nothing. But 50 is just as well.
Jisen Meizuki
Strength/Magic: Although Roy suggested about keeping them as they are, I suggest separate the strength and magic apart. Sure we have one magical physical weapon at the moment, but the issue Roy kinda miss is the reclass and maybe promotion. Since we have a Second Seal in the game and it's understandable that with new type of weapon will start at the bottom level, it won't make sense to the weapon level if we combine Str/Mag together. For example: Knight reclass to Priest. While the Knight may have high strength, it doesn't make sense if the reclassed Knight has high Mag if starting at the level E stave.
First off, both of you, we have 2 magical swords.... your point still stands that there aren't many magical weapons, but I'm just sayin'. There's not just one.
...I don't think you get how reclass works. The modifiers don't transfer. If a knight reclassed to a priest, his damage modifier would go to 0. If we implemented growth rates/ getting stats on level ups, the stats gained would transfer onto the base modifiers of the new class. Also those have nothing whatsoever to do with weapon levels?
Having str and mag combined works basically just as well as if they were separate.