Dragon Quest VII Reimagined: Difference between revisions

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→‎Battle changes: Saw it in the V-jump preview footage
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m (→‎Battle changes: Saw it in the V-jump preview footage)
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*Just like the 3DS remake, random encounters have been replaced with on-screen monsters
*Just like the 3DS remake, random encounters have been replaced with on-screen monsters
*The player can now attack monsters outside of battle for minor damage and even one-shot weaklings, similar to [https://en.wikipedia.org/wiki/Paper_Mario_(video_game) Nintendo's Paper Mario]
*The player can now attack monsters outside of battle for minor damage and even one-shot weaklings, similar to [https://en.wikipedia.org/wiki/Paper_Mario_(video_game) Nintendo's Paper Mario]
:*Monsters defeated this way can still drop their items as normal
*Characters now have their actions selected individually once their turn comes up as in {{Dragon Quest XI}}, instead of the party's actions being selected together at the start of a turn  
*Characters now have their actions selected individually once their turn comes up as in {{Dragon Quest XI}}, instead of the party's actions being selected together at the start of a turn  
*New spells have been added, such as the [[Crag]], [[Deceleratle]], [[Frizz Cracker]], [[Kerfrizz]], & [[Moreheal]] spells, and fourth-tier attack spells such as [[Kaswooshle]]
*New spells have been added, such as the [[Crag]], [[Deceleratle]], [[Frizz Cracker]], [[Kerfrizz]], & [[Moreheal]] spells, and fourth-tier attack spells such as [[Kaswooshle]]
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:*As a result the {{Style}} and {{Wisdom}} stats have been removed
:*As a result the {{Style}} and {{Wisdom}} stats have been removed
*Shields have a chance to block 100% of a physical attack's damage as in {{Dragon Quest IX}}, {{Dragon Quest X}}, and {{Dragon Quest XI}}
*Shields have a chance to block 100% of a physical attack's damage as in {{Dragon Quest IX}}, {{Dragon Quest X}}, and {{Dragon Quest XI}}
===Vocation changes===
===Vocation changes===
*Vocation advancement is no longer based on the number of battles fought while in a given profession, instead using a secondary experience point system where stronger enemies award more points than weaker ones
*Vocation advancement is no longer based on the number of battles fought while in a given profession, instead using a secondary experience point system where stronger enemies award more points than weaker ones