I saw some posts about RNG stuff in another thread, and brain started cooking. Sorry if this turns out a bit unorganized.
So, low percent crits. They kinda suck. But what if they didn’t? Or more specifically, how would you balance crit so that getting hit with a low percent crit doesn’t feel as bad?
Fire Emblem is generally an RPG with low numbers, so you can typically just do all the math in your head with no problems, except for hit and avoid. In a game like this, damage multipliers are extremely strong; even just outspeeding an opponent to get a double attack is huge. Crits in most FE games deal triple damage, which is pretty insane; though, its typically balanced by its rarity. Getting even 30-40% crit is really, really hard in most FEs. However, even if its 1%, it can and will happen. Just like how sometimes you’ll get a lucky 1% crit, the enemy can also sometimes hit you with a 1% crit. Considering you can just randomly get hit with triple damage in a game with low numbers… yeah, its not super great. I can understand why it was kept like this, though; it fits pretty well especially with what FEs1-5 were going for in the sense that yes, you did get unlucky and lose one unit, but you still have another 20 that can take their place. They might not be as good or take up the same role, but that’s something for you to strategize around now. It can be very interesting in its own way. However, it can also be very frustrating to lose a unit to random chance like that in a way that you seemingly couldn’t have avoided (or in some games, you really couldn’t avoid).
One idea I had was “what if you could strategize around crit?” There are a few ways I thought of going about this. One was to make crit avoid (or dodge, in some FEs) an actual thing. Have it be a real stat that you can stack with certain equippable items and/or weapons. Hell, just give me an Iron Rune or 2 earlier on in the game! It would make dealing with those killing edge myrmidon recruitables so much easier… basically, just give the player ways to deal with crit instead of it just being a thing you have to deal with. Give me ways to strategize in my strategy game.
Another idea I had was to nerf the damage multiplier from x3 to x2; the idea being that it would allow you to potentially tank crits easier and play around it that way, similar to how Pokemon nuzlockers would play around crit damage.
I think that’s about everything, though here’s some other random thoughts I had.
I like being able to stack stuff like crit and avoid super high. I think its pretty cool. Obviously it shouldn’t be super easy to do, but I think it would be fun to have a game where you can stack those stats pretty high if you work for it, but also have ways to prevent the enemy from doing the same and vice versa, to an extent.
That’s all, I think. What about yall in the community? How would you deal with these kinds of RNG things?