One of the things I enjoyed about Vagrant Story is how coherent its (complex) rule system is. If you cast a magic canceling spell on yourself, it doesn't only cancel enemy's spells, but also a healing spell you might cast on yourself after it.
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Vagrant Story's mechanics are pretty holistic, everything that affects the enemy can affect you, and vice versa. One of the only exceptions is the ability to attack enemies when they are in midair, but being unable to be targetted when in midair yourself.
Some things are just weird though, like RISK increasing the success rate of Unlock and Analyse, as well as the efficacy of Heal. And what's the logic behind the blade combinations? Throwing Knife (Dagger) plus Clergy Rod (Staff) equals a Footman's Mace (Great Mace). Where's the material come from!?
A lot of enemies use the same spells and strategies as you do, and in general it's really interesting how all of its systems build on and synergize with each other. It's difficult at first, but a delight to master because said coherency.
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