I actually meant to potentially make these topic back when I did the TitS topic, but it recently came up and since I have a little time off, I thought it would be fun to explore some old DL views and how they've evolved. The DL definitely used to be a little harder on some limits, and feels like it's gotten a little more lenient now.
First, a note on my general views: I'm not a fan of 100% one size fits all when it comes to limits. I like to find a balance that I think meshes well with in game. So big factors in games where I am more permissive include how quickly limits can be built (theoretically you could allow half for everyone where it applies in all games, but that washes away that in slow to build limit games, the limit just often have no real impact in game. Item use show how restoring limits can be a crucial aspect in this. Generally if a game is easy to refill limits very quickly, I allow the 50% bar).
Here are all the games I could think of where it is of central import:
FIRE EMBLEM 9/10- While FE games rarely features limits, Fire Emblem 9 and 10 (especially 10 since that's the one the DL cares about with good reason) features the somewhat ill fated Laguz. In FE 10, Laguz naturally start 0 energy stored and need 30 to transform. They naturally gain an amount each turn and when attacked (you generally don't want them to be attacked given that when they transform, non HP stats double). I wrote this a little out of order, but this is similar to Mages in TO. You are generally going to use lots of items by endgame to transform ASAP. I allow them to start transformed with 15 energy left and the ability to use Olivi Grass. This generally allows them to attack 2-3 times so they at least have workable strategies that let them having some duelling prowess.
Effect on the Cast: Either you have a horde of poor Lights and Punies or you have a variety of cool slugfesting duellers who also bring some nice elemental weaknesses the matter to the DL (because those are too rare for things that so often matter a lot in game). There's also the effect on averages. I definitely don't believe in including no transformation averages as it hyper inflates the cast (and no transformation is literally the same as no attack, and we generally don't put non-attackers in averages). Half shift feels fair since it reflects that most Laguz will need to be protected at certain points (but at the same time, you should generally be prety good at minimizing danger to them; especially at endgame when you have a fair stock of items that allow for instant transformation, even a few that allow transformation for the whole battle).
FINAL FANTASY VII- Limits Bars- Damage incurred base limits. This was the game that got the discussion going. FF 7 limit scaling has started back in the day by allowing all 4 limits to be reached on a modified damage scale. My personal scale was something like 35-60-80-95. I think I scaled that back a little though to 40-65-85-99. Eventually it came out that different people reached different limit levels at different HP points. I applied the average point of limit per activation per limit level and applied it to my previous system...which came out to the following (excepting Cait Sith for scaling on his L2 since it's a very special case, All L1s can be used twice)
Cloud- 32.6%, 73.1%, 94.5%, xxxx
Barret- 30%, 54.1%, 81.3%, 93%
Tifa- 28%, 75.3%, xxx, xxxx
Aeris- 46.5%, 64%, 70%, 90.2%
Red- 45.4%, 67.6%, 84.6%, xxxx
Yuffie- 46.5%, 67.6%, 87%, 99.2%
Cait Sith- 37.3%, 42%
Vincent- 47.1%, 55%, 69.3%, 89%
Cid- 46.5%, 63.2%, 82.6%, 99.2%
Now it was brought up recently that a lot of people take half bars. So...let's see where the puts everyone
Cloud- 23.25% and 69.75%, 53.8%, 72.2%, 84% (Nasty L1 with Paralysis and Nasty L3 for sheer damage and ID)
Barret- 21.4% and 64.2%, 39.85%, 62.1%, 74.7% (Nasty L1 with MP killing, nasty L2 for ID, nasty L3 for damage...which he does lack)
Tifa- 19.9% and 59.7%, 55.5%, 84.5%, 93.9% (All are somewhat proportionally good in a way)
Aeris- 33.2% and 99.6%, 47.15%, 53.5%, 72.4%
Red- 32.3% and 97%, 49.8%, 64.6%, 80.7% (Nasty L2 for damage, Nasty L3 for Damage)
Yuffie- 33.2% and 99.6%, 49.8%, 66.4%, 79.7% (50% Healing on L1, Nasty L2 for damage, Nasty 3 for damage)
Cait Sith- 26.5% and 79.6%, 29.9% and 89.7% (Great L2 healing game)
Vincent- 33.5%, 40.5%, 53%, 70.7% (All his offer something).
Cid- 33.2%, 46.5%, 63.1%, 80% (Only L3 has a point DL wise)
Needless to say that this is a massive improvement, but these feel way too lenient to me. Cloud and Barret L1's are now even harder to chip around and even L4's feel way too accessible. Games where I allow 50% starting bars have a lot of improvements over FF 7 in terms of getting the bar in other ways; FF7 doesn't have an item to restore and use takes up all of the bar (unlike say LoD). I would probably go for maybe 25% of the bar starting, which gives us...
Cloud- 34.87 and 81.38%, 80.7%, xxx
Barret- 32.1%, 59.8%, 93.1%, xxx
Tifa- 29.9%, 83%, xxx
Aeris- 49.8%, 70.7%, 80.2%, xxx
something clearly worse than my first variant. I suppose that I would probably opt for this one if I wanted to be consistent with always crafting my metric. Starting with 50% starting bars, might give Aeris 2 HW's in Light; she's probably the one who most prefers to stick with my way. I also note that Meeple takes it at 37.5%+25% of the formula rate which isn't bad either; it makes L1 comes later, but other stuff come earlier. FF 7 is definitely a game where you can play around with a lot of numbers. Regarless, the half bar start does feel a bit rushed to me (probably didn't help that Limits could feel a bit slow because of how anemic FF 7 enemies were on damage, but that it turns factors into how often they seemed to come up in battle)
GRANDIA 3- SP used for physical techs; gained naturally over time, by taking damage and by doing damage. Grandia 3 is a weird case where we started with allowing full SP, but only because G1 and G2 used SP in a different way (being restored at inns). As such, this gave a lot of dominance to Ulf especially (while mages were hurt). Some at the time adopted a 0 SP view. While the natural SP gains are incredibly slow, the game has a load of fantastic SP restoring items (both in and out of battle) that makes it pretty easy to keep your SP up. Also, later on, you can use Alfina as amazing SP battery to keep everything going. I allow 100 SP to start; it matches the item that you'll be using most to restore SP. It allows for all moves to be used at least once (and most of them felt like they had decent relevance in game that would deserve to have DL usage) without letting them just spam.
Effect on the Cast: More SP makes Ulf/Yuki better for sure. Alfina likes 100 SP to use Armaggedeon, but anymore than likely makes her damage look worse. Dahna would probably be happiest with 25 SP so she could use Dancing Cards for the status and have the damage average lower. Hect would like 0 SP so that her damage looks amazing.
LEGEND OF DRAGOON- SP used to transform into defensive tank Draggons; Gained through doing damage for the most part (with a few other additional ways). LoD was a game where traditionally for most of it's life, the DL took it at 0 starting SP. I start at 2 of 5 bars (half SP rounded down). The main reason that LoD gets credit is that SP is so easy to come by. Certainly if Goto is allowed to start with any, the LoD PCs should too since they are gained in the same way (and LoD characters are far, far, far better about gaining them).
The effect is pretty dramatical overall. If they don't start with SP, they are all reliant on evadable physicals to unlock anymore skillset. Meru and Rose in particular are very badly hit because they either want to shift into the increased durability or potent skillset ASAP. Two of 5 levels at least gives them moderate access without the limit being overpowering (which is just what I like).
LEGENDS OF HEROES: TRAILS IN THE SKY- CP bar used for unique techs and super moves; Limits based on taking and doing damage. The bar can go up to 200 CP, although frankly there is no reason for it to get that high as ultimate techs need at least 100 CP, but use the whole CP bar (and tend to blow other uses of CP out of the water). There are two different scalings tossed around for TitS: Half the CP bar filled (100 CP) and half the useful CP bar filled (50) (In the old, old school DL, it probably would have been set at 0 CP).
Personally, I like 50 CP. While 100 CP is technically half the maximum bar, the problem is that any CP over 100 is generally not so useful. You are probably going to want to use the big move and since it blows any spare CP, anything over 100 becomes somewhat pointless. More importantly, 100 CP basically makes them all about the super move in the DL so much more than in game. 50 CP definitely balances everything better than 100 CP, where techs and magic just become far less relevant.
At 50 CP, you'll generally need at least 2 turns for 100 CP if you are slower than the enemy and 3 if you are faster.
Overall, the potency of S-Breaks along with not being that spammable in game definitely feels like they aren't things that should be turn 1 in the DL (I mean...literally all of the cast but a single one being able to unleash at minimum 73% PC Damage on turn 1 really, really doesn't feel balanced, although some of them need to at least slow down their turns a little to get to that mark).
Effect on the Cast: Well, 100 CP gives Estelle that OHKO, and makes most of the cast terrors for anyone below 70% durability (and they can 2HKO pretty well too needless to say). So 100 CP is generally a leg up for them overall, but makes their worth almost just tied to one overcentralizing move. The difference between 50 and 100 CP might be almost half a division for all the them on average?
LUFIA 2/LUFIA 3- IP Bars used for special moves found on equips (L2) or character innate (L3). Bars increased based on % of damage taken compared to current HP (Lufia 3 also adds in set gains every turns as well). IP's definitely used to be set at 0% to start, although I think that's increased over time. I personally start them at 26% IP bar for Lufia 2 (which is equivalent to 50% HP taken). This is obviously a bit more generous than FF 7; Part of this might just come from the fact that FF 7 enemies suck so much; the other part is probably that Lufia IPs feel important, but due to the graduated curve, are harder to access without healing. Against someone dealing average damage to them, an L2 PC will only gain 62% of an IP bar before death without any healing. Lufia 2 also feels like it wants to go full throttle on IPs at the end by always starting you at 100 due to a special event, so being more lenient makes sense there too.
Lufia 3 is just completely designed for IP storage because you have 9 PCs, but only 3 can act. But you also gain IP every turn, so you'll be wracking it up consistently. IP is really flying around a lot here. I don't remember the exact number I use, but I think it's at least 36% (Lufia 2's base+10% gain for waiting since on average every character will have at least 1 waiting from the previous battle due to only 33% acting a round).
Effects on the Cast: For Lufia 2, giving them that start is pretty critical for a few strategies (especially the 50% anti-magic healing strat for the fighters, since they are slow and otherwise they wouldn't have the time to get the IPs going for the most part). Without the boost, the fighters tend to become far more straightfoward and dull.
For Lufia 3, it at least helps get Aima somewhat closer to her insane in game performance. It skews the damage average towards IPs more, but unlike many of the other games on the list, the limits are the core of the battle system in L3, and should be reflected as such in the DL. Mages would cry, but with draining, healing, status and defensive tricks, they are gaining too.
MANA KHEMIA 2- Central import, but only for one character. Everyone's most hated failure Goto gets GP points by using certain attacks. These GP points slightly boost his stats and also power his best attack. Technically the bar taps out at 150 GP, so assuming that 50% is the most lenient, he starts with 75 GP. This makes him feel relatively solid...but his limit system is one of the weakest. He blows it all on his only source of damage, he needs to use 4 specific attacks to get that back up to full damage and there's not other real way to get it. Truth be told, he probably has the worst limit bar of instances were it matter. I said in the topic that 40 GP makes sense, since it's about 25% and also the amount he gets from using the GP building attack once. I...can't see an in game justification for higher than that. I would also be okay with literally 0, in which case he fails very badly and we all laugh. He's like a 3 ranking starting with 40, but starting with 0 he's a poor Light (which...well, I can't underline how bad he is in game).
TACTICS OGRE- Tactics Ogre uses both MP for spells and TP for tech attacks. Both naturally start at 0 and grow naturally with time. TP also grows by taking and doing physical damage and is relatively straightforward in a TO way. MP is a bit different. You can give the mages the shaft, you can allow them Magic Herbs, or in my case, I just see them start with 25 MP. I see them start with it because those were so many wasted 1st turns in TO where there would be literally no reason to do any other action besides tossing MP a mage (and generally by faster PCs, so mages often had some to start). As such, mages basically always had some starting MP in game to at least cast a few spells. If there were other decent turn 1 options, I would have availed. This makes mages decent at least.
Cast Effect: Makes it so mages can attack straight off. They still can't unlock their best damage straight off.
VALKYRIE PROFILE- Energy building system where hitting 100 lets you unleash a Soul Strike/Purify Weird Soul. The big quirk that is changed in the DL is that in game (for the most part), characters can't get 100 energy alone and energy does not naturally carry through turns. Your PCs work together to see 100 energy pretty easily, you are are seeing a lot of these moves in game. Most people allow the energy to carry over in the DL for VP 1. In VP 2, characters are allowed to keep acting after just 3 attacks, so a few character can hit PWSes alone. Granted, I don't think this is a reason to disallow PWSes for the others, since you are generally working as a team (Alicia and Lenneth just get the perk of more PWSes). VP:DS arguably takes it a step further and with it's system you could argue that you can PWS in the middle of a turn and then start rebuilding energy after:
Cast Effect: Not allowing carryover energy averages out since unlike many other games with limits, the only effect is on damage. Low energy builders gain more with no carryover, but no carryover energy leaves out a crucial game part.
Games of Moderate Import
FINAL FANTASY VIII- Limits Based on HP Level; No real controversy here, not many varying opinions beyond the occasional one at letting the PCs start at different HP ranges (you could also argue that there's no reason that they wouldn't come in under a Silence status. And Blind certainly for Squall and Selphie).
FINAL FANTASY X- Overdrive Bar that allows limits when full. Limits built in mulltiple ways based on different choices. Limits in FF X do tend to be nice finishers that complement strategies as opposed to being key driving strategies. For scaling...I don't allow any bar storage. The PCs are all lucky in that uber endgame equips that triple OD gain are thrown at them, already making limits super easy to access in the DL (especially considering that some of those weapons are a nightmare to get in game). They already got their scaling. Limits are mainly used as finishers in select matches due to recharge time (except for Kimahri due to utterly lacking a skillset outside of his limit)
LEGAIA 2- While all of Legaia is based on a straightforward semi limit based AP gaining system, Legaia 2 has Mystic Arts. while cost 100 MP, 100 AP and can only be accessed below 50% HP. IIRC, all Legaia AP bars started at 0 each battle, so that was pretty clear cut. Regardless, MAs definitely were limits, and also extremely powerful overkill attacks.
SHADOW HEARTS 3- Stock allows characters to double act. Stock is gained by giving and taking damage. I personally don't allow any stock to start except for Shania. Stock is a bit slow to grow (You'll generaly need to be attacked or attack about 5 times to gain a bar), but unlike say...TitS or G3 (which are other games with slow to gain similar meters), SH 3 doesn't have an items that you can use to regain it quickly (which is really where G3 and TitS gain their in game argument for being somewhat spammable). SH 3 also takes it a step further in being one of the few (or the only one?) where the enemy can flat out damage your limit bar (and many can and will), so you don't even need to use the bar for it to be reset. That unique aspect definitely puts it down to 0 for me.
SOUL NOMAD- Special attacks unlocked when a certain amount of Stamina is used. These generally equate to pretty hefty damage. Straightforward in scaling, although if you allow fully free counters, they are able to use up Stamina more quickly.
TALES OF-Of the games that come up, ToS, TotA and ToV have overlimit states. ToS needs character to do a certain numbers of hits. It's certainly a very slow limit bar to regenerate. I assuming that you control when you enter OL in Tales games, but even then the slow refill rate that requires attacking doesn't make me want to extend much credit. For TotA, the topic notes they activate after 5-6 rounds, but notes that's a gut check and nothing tested. So basically we aren't 100% sure how they activate since it could be hit count again? It allows for longer combos. Again, not enough knowledge of the game mechanics to really be sure.
Tales of Vesperia has a lot of OL limit use for Yuri and Rita. I mean to someday to go and play around with that since I wasn't following an FAQ too closely, so there were a lot of stuff that I missed (especially with that back half of a final dungeon). Tales of Vesperia also had fatal strikes, where attacks built up and eventually allowed for a character to inflict ID and also to restore HP or TP. I generally gut checked this activating on
Yuri- Turn 1
Rita- Turn 1 (with her spell combos, from what I saw)
Estelle- 4-5?
Judy- Turn 3
Raven- Turn 3ish?
Karol- Turn 4
Repede- Turn 3
Just are just gut check vased on my memory though.
Meredy in Tales of Eternia also has a time based limit in Destiny. It's recharge is very quick (30 minutes) and can activate in the middle of a battle, so calling OPB makes a lot of sense.
Games of Little Import
BREATH OF FIRE 3- Bonebreak- Time based limits. The DL has two time based abilities to use, and of the two, Bonebreak is definitely the questionable one. Brought this one up in chat a few weeks ago. Sounds like most would limit to once per season, although given how sick Ryu 3's offense, I do in fact doubt it is ever needed. So whatever view you take doesn't have a large impact.
CHRONO CROSS- Not technically generally thought of as limits, but they almost qualify because they do need to be actively worked up too and evasion ruins them a little.
FINAL FANTASY 6- Desperation Attacks- HP based limits. Super low HP threshold and super low chance of activation makes them completely irrelevant
FINAL FANTASY 9- Limits activate when a bar is filled regardless of when you actually want to use them and by endgame, don't really have many good effects anyways minus for those where it allows double casting. Also incredibly slow to fill anyways. What were they thinking when they designed these?
LUNAR DS- Basically, in this one version, Jessica can use 16-20 physical attacks to gain 100% ID or use massive damage. So...good against healers without status. But 20% regen with her healing was already pretty good at that (so she doesn't gain a lot)
Legaia's- Mystic Artes at the very least, arguably the whole system
Radiant Historia- Overlimits
Tales Games- Overlimits (and Destiny)
Valkyrie Profile Games- PWS
Xenosaga Games- Can't even remember the name
Games of Unknown Import
Phantasy Star 2 Remake- It at least has one player. I don't really know how these works, but I seem to remember that it took a few turns of buildup and had some decent damage and status options.
DL Games with Limits, but are so straightforward that no additional thought is needed for the most part:
MMXCM, Skies of Arcadia, WA Games
So, I'd love to hear what other think and what their methodoligies are in terms of finding a balance (especially on games where it actually matters).