2) Paper Dungeons and Origami Dragons
(Yes, "origami dragons" is a reference to Hooktail.)
To convert Paper Mario's battle system into a text-based RPG, I had to change a few
things. There are inherent differences between using a controller and merely speaking out your
desired actions. The latter may be more variable, but Paper Mario's famed action
commands are not really possible in a text-based medium. The closest you could get would be to
flip a coin (or roll dice) to determine the outcome of the command instead of pressing a button
at the right time or whatever, but the problem is, timed button presses are an acquired skill,
whereas using probability devices like dice means leaving the results up to chance. That's the
inherent difference: chance versus skill. You can increase the probability to simulate an
increase in skill, but it's not the same thing, because probability increases of that kind are
more akin to in-game stat increases than real-world skill increases. You don't necessarily get
better at playing a game at the same rate that your character gets stronger, or even in the same
way.
So what are the differences between the Paper Mario number system and the Arpeggio
one?
Action commands. There are none. Instead, I have designed the system so that a "basic
attack" deals the kind of damage that you would expect to be dealt from an attack where the
player misses the action command, but if the character attacks using a weapon, or uses a weak
special attack, then the damage dealt is x2, which is what you would expect if the player nails
the action command. There are variations in this—each special attack is unique, and some weapons
deal more or less than x2 damage, but the principle is present. Of course, this means that
attacking with a weapon is kind of like rigging a controller to guarantee perfect action commands,
but this is comparable to Paper Mario's own elimination of accuracy, allowing all
attacks to strike without fail under normal circumstances. The most common amounts of damage to
be found in Arpeggio (dealt by either unarmed special attacks or armed basic attacks) are x1, x2,
x2 +2, and x2 +4; the typical "ultimate" amount of damage is x4.
Types of attacks. In Paper Mario, a lot of the battle strategy revolves
around the differences between Jump-type attacks and Hammer-type attacks. Although Arpeggio
differentiates between melee and projectile attacks, I want the players to have the freedom to
design any kind of attacks that they want, stylistically speaking, and so to restrict them to
attacks resembling Jump and Hammer is no good. Therefore, Koopa-like enemies can no longer be
flipped onto their backs (which was kind of the primary difference between Jump and Hammer).
Also...
Enemy positioning. This was the other difference: Hammer could only reach the first
enemy in line, but he could be Jumped over to reach the others. Also, flying enemies couldn't be
Hammered, and ones clinging to the ceiling couldn't be Jumped on either, and had to be hit with
earthquakes or flying partners. Although Arpeggio incorporates flying characters' weakness to
bows (from Fire Emblem) and immunity to earthquakes, for the most part, any attack
can be used on any character. This is because relying so heavily on spatial positioning in a
non-visual medium is not very practical. Edit: I have now at least made it
so that melee attacks cannot be used on flying characters unless the attacker can jump high
enough (based on a field stat; see below), bringing back a little nod to some of Paper
Mario's strategy. Edit #2: Bug Fables introduced the idea of enemies that
burrow underground, which is a more readily accessible third position than Paper
Mario's enemies who hang from the ceiling, so now I've got that too.
Types of attacks. I know, I already said that. But while failing to utilize the
differences between Jump and Hammer, Arpeggio does make other distinctions—most importantly,
psychic attacks. Along with Attack Power and Defense Power, Arpeggio features Brain Power, which
is used as both attack and defense for psychic attacks. This idea—one stat being used for both
offense and defense—is present in many RPGs, but seems to me to make the most sense as a psychic
stat. Arpeggio also features Magic Power, which determines the strength of magical spells, but
still works against the same Defense Power stat that Attack Power does—unlike in Fire
Emblem or the modern Pokémon games, where it would get its own different
defense stat, often called "Resistance."
Fuel points. In Paper Mario, both Mario and his partners use the same pool
of Flower Points to fuel their special attacks. In Arpeggio, since there is a different player
for each player character, each character has its own fuel points. There are also two types of
fuel points per character: VP (Vigor Points) and MP (Magic Points). VP is quite like FP from
Paper Mario, fueling a variety of special attacks including psychic attacks, but all
magical attacks are fueled by MP instead. This is to create a bit of variety, similarly to using
Brain Power as both defense and attack, but here psychic attacks share the quality with other
attacks, while magic attacks get the unique aspect. This variety creates advantages and
disadvantages to each type of attack—for example, many enemies with high Defense Power have low
Brain Power, so are susceptible to psychic attacks; however, psychic attacks use VP, which means
that if a character's VP is used up, the character cannot use regular special attacks, either. If
the character uses magic attacks, VP is saved up for regular actions. It is also rarer for
enemies to drain MP than VP—at least in Game 1.
Types of attacks. I'm just trying to make sure you're paying attention. This time, I
mean Elements. While it is true that in Paper Mario, some enemies will be immune to,
say, fire-based attacks, or else they will take extra damage from them, there are very few
elemental attacks of this nature, and also very few elements present. Arpeggio uses a system of
Elements more akin to the system used in the Pokémon games, except adjusted back to
work with Paper Mario numbers. Multiplication (beyond the x2 equated with action
commands) does not work very well in the Paper Mario number system; typically, in
the first two Paper Mario games, enemies who take "extra damage" from a certain
attack are specifically taking +2 damage (there was an exception in the first game, where Dry
Bones would take +10 damage from fire or explosions), whilst there is no such thing as a mild
resistance against an attack, only a full immunity. In Arpeggio, there are eight Elements, and a
character may be either weak (+2 damage), resistant (-2 damage), immune (x0), or have a
super-weakness (+5) to any of these Elements. Unlike in Pokémon, each individual
character has his or her own Elemental Modifiers that determine damage taken, instead of each
character belonging to an elemental class that determines these weaknesses and resistances. Many
characters also have no weaknesses or resistances, in which case the Elementality of targeting
attacks has no effect on the character.
Leveling up. In Paper Mario, Mario grows a level whenever he earns 100
Star Points, and one level up allows the player to increase HP by 5, FP by 5, or BP by 3. Since
it is safe to assume that fewer total battles will take place in a text-based RPG than a video
game, player characters only need 20 experience points to level up in Arpeggio; a level up allows
them to increase either HP, VP, or MP by 5. This last part differs from Paper Mario
in that HP, FP, and BP are all useful, whereas a player character in Arpeggio can easily choose
to focus on VP or MP exclusively and ignore the other, meaning that HP and the one being used
will go up that much faster than in Paper Mario where all three stats must be given
attention. This, I am hoping, will also be balanced out by the inability to accomplish as much in
a text-based RPG compared to a video game.
Attack/defense increases. Actually, the idea is to make these pretty close to
Paper Mario—in the game, Mario's Jump Attack Power increases by 1 whenever he gets a
new pair of boots, whilst his Hammer Attack Power, as one might guess, goes up by 1 with the
acquisition of a new hammer. The important part is that Mario's Attack Power and Defense Power do
not increase through leveling up, as they would in most RPGs. This allows the enemy HP numbers to
remain very small and understandable, and is, I now believe, the key to keeping Paper
Mario's numbers magical. Therefore, I have tried to retain it in the Arpeggio system—but
some changes were necessary. Mario is not required to increase his Defense Power in Paper
Mario, although there is a Badge that allows him to do so; since Arpeggio does not use
Badges, and features Magic Power and Brain Power in addition to Attack Power and Defense Power,
the idea is for the Maestro to create infrequent but consistent opportunities (preferably at the
end of each story arc) for each of the player characters to increase one of these four stats
of their choice. It is my hope that whether they increase an offensive stat or a defensive
one (Brain Power even has both qualities), this will still balance out in the game mechanics;
essentially, it is the responsibility of the Maestro to feed the players enemies whose stats
match the player characters' attack and defense numbers, as well as to assign appropriate
experience point values to these enemies.
Field stats. Obviously, this is a completely different thing than Paper
Mario. Of course, you do gain new field abilities throughout Paper Mario and
the other Mario RPGs, but field stats in Arpeggio do not actually change. The six field stats in
Arpeggio are very similar to those found in Dungeons and Dragons, but the
opportunity for a unique field ability is taken directly from Paper Mario—it is
based off of the field abilities of Mario's partners. In designing video games that feature
multiple playable characters, I have found it essential—indeed, fundamental—to make sure that
each character has at least one ability that allows him or her to accomplish something that none
of the other characters can accomplish. In such video games, this assures that the single player
will make use of the entire cast of playable characters; in a text-based RPG like this, it
assures that each of the different player characters (who are each controlled by a different
player) will add something essential to the party (unless that player opts not to create such an
ability, in which case the character's normal field stats will theoretically be slightly better
than everyone else's, and since field stats never increase, this might be useful as well). Unique
field abilities, as noted elsewhere, should be intentionally incorporated into the game's field
puzzles by the Maestro, the more often, the better. Edit: I've now
added a Weight field stat; this does not interfere with the original field stat creation system,
but for you sticklers who will note the reference to "six" field stats at the top of this
paragraph, here is your corrective footnote.
0) Prehistory | 1) Why Paper Mario? | 2) Paper Dungeons and Origami Dragons | 3) So where does Fire Emblem come in? | 4) Odds, Ends, and Updates | 5) Overview - What is a character? | 6) Final Note | 7) Thoughts on Color Splash | 8) Bugs to the Rescue | 9) Ostinato 2.0