A semester spent reading the arithmetic under Japanese RPG combat: turn order, initiative counters, damage formulas and the rolls around them. You measure real fights, rebuild their systems in a spreadsheet, and design one of your own.
Systems Design in Japanese RPGs
Every JRPG battle is a small deterministic system wearing a costume, and once you can read the numbers you can read the design.
What you will be able to do
- Week 1After this week you can diagram who acts, in what order, in a round-based battle, and name what the game had to decide to make that happen.
- Week 2After this week you can predict the next five turns from a speed table and say exactly where the prediction breaks.
- Week 3After this week you can reverse-engineer a damage formula from ten logged hits.
- Week 4After this week you can say which random elements a fight needs, which it should remove, and defend it with expected values.
- Week 5After this week you can classify any status effect by what it rewrites — rate, cost, order or outcome.
- Week 6After this week you can model a fight as a budget and find where it's solved by spending.
- Week 7After this week you can write the rules of an action-economy system in one page and show its degenerate strategy.
- Week 8After this week you can tune a stagger threshold so a fight has a second phase, and show the tuning in numbers.
- Week 9After this week you can define a party role by the constraint it removes from another role.
- Week 10After this week you can plot an experience curve against an encounter table and find where the grind starts.
- Week 11After this week you can write a boss's script as a decision tree and identify the intended solution and the unintended one.
- Week 12After this week you can specify a combat system in numbers a stranger could implement without asking you a question.
Who this is for
You've finished at least one JRPG and you can open a spreadsheet. No programming until week 12, and not much then. You don't need to have finished the games we measure — recorded fights are provided — and you don't need to like them.
What the semester builds toward
Every week you measure something real and rebuild it in a spreadsheet, so that by the end you have a folder of working models rather than a set of opinions. The semester ends with a design brief: one battle system of your own, specified tightly enough that somebody else could build it, with the numbers worked out and defended.