Alright, pros/cons of each system, GO!
Current System:Cons:
Dealing with multiple affinities is a pain, specifically when it comes to calculation shenanigans.
If going multiple affinities is supposed to give you a greater access to a variety of abilities, then why does it also match up in power with going single-element?
Also does not line-up with the tiering system, which scales every 10 levels.
Sephiroth's Suggested System Idea 1:Cons:
Dealing with multiple affinities is a pain, specifically when it comes to calculation shenanigans.
If going multiple affinities is supposed to give you a greater access to a variety of abilities, then why does it also match up in power with going single-element?
Attempting to do the all-affinity build cannot be done until you hit maximum level.
Sephiroth's Suggest System Idea 2 (influenced by Nimono and Lunaria):Pros:
You can customize your character however you want, from the very start of the game!
No dealing with multiple-affinity calculation bullcrap.
Easy-to-calculate bonuses!
Cons:
A player selecting one affinity vs. a player selecting multiple affinities does not specialize in that one affinity greater than the person picking multiple affinities.
... I think that's it?
WindStrike's system of "WHAT":Pros:
YOU CAN BUILD LITERALLY ANYTHING!
Mastery of spells comes with a mix of the Wisdom stat (spell power) and the Magic stat (how many spells you can cast and your ability to cast super powerful high-costing spells). No affinity bullcrap restricting your way!
The whole "this thing is strong against this other thing" and whatnot? Wouldn't have to worry about it, and honestly, we have enough of that between stats and effects, and based on your playstyle, you'll naturally have things you're strong against and things that pwn you anyways.
Overall, waaaaaaaay simpler.
Cons:
Personalization is simultaneously better in that you can build anything, but the sense of choosing your affinity to better define your character is gone. Debatable whether this is a good or bad thing.
Theoretically, if you got enough moneys and scrolls, you could have access to every single spell in the game!
That would be a loooooooooot of moneys/scrolls though, and I don't think that'd be possible even if the game goes on another 3 years with regular sessions.
Looking at all of those, I'd have to say the system that fixes things the most and accounts for the greatest benefit of everyone in both accessibility and customization would actually be the removal of the affinity system entirely. Anyhow, opinions please!
Current System:
- Gain a new affinity level every 5 levels.
- Pros:
- With a maximum of 11 natural affinity picks by the time you reach maximum level, you get a fair degree of customization, whether you want to go all-in on one affinity or try to spread it out, goin' multi-affinity. You can even go all affinities!
- Higher levels into one affinity means getting a greater strength against the affinity it's strong against, giving greater reason to level into just one affinity.
- More affinities means getting greater access to a wide variety of abilities. Granted, you're not as strong in one particular affinity as a result, so it's a trade-off.
- Gain a new affinity level every 10 levels.
- Pros:
- With a maximum of 6 natural affinity picks by the time you reach maximum level, you still get a fair degree of customization, whether you want to go all-in on one affinity or try to spread it out, goin' multi-affinity. You can even go all affinities...... eventually.
- Higher levels into one affinity means getting a greater strength against the affinity it's strong against, giving greater reason to level into just one affinity.
- More affinities means getting greater access to a wide variety of abilities. Granted, you're not as strong in one particular affinity as a result, so it's a trade-off.
- Lines up with the tiering system, which scales every 10 levels.
- Remove affinity levels completely.
- Explanation:
- You can pick any of the different affinities, between none and all of them.
- By picking an affinity, you get access to all spells of that affinity.
- However, by picking an affinity, you get a large vulnerability if someone of the opposing affinity attacks you. Said calculation is based on your level.
- Likewise though, should you get more affinities, you have a greater ability to counter others of other affinities. Said calculation is based on your level. It's technically the same as the "large vulnerability".
- Remove affinities completely.
- Explanation:
- WHAT
- No seriously, this appears to be the primary issue with the game, so..... what happens if we just remove all the affinities in the game and then make it so players can get whatever spells suit their playstyle, still limited by level?
- Each spell would still have a physical description that looks like it matches up with an affinity, and its effect would reflect that, but ultimately, you're not blocked from getting spells.
- Or actually, we could throw in more stat-based requirements, ie explosive spells require greater Power to muster the explosive force, or spells that require great accuracy require greater Courage to pull off said accuracy. Anyhow...
Looking at all of those, I'd have to say the system that fixes things the most and accounts for the greatest benefit of everyone in both accessibility and customization would actually be the removal of the affinity system entirely. Anyhow, opinions please!