PaperBag_Sniper
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Basically here is how the arcana's work in P2 and how it affects the party.
Persona were were divided into the 22 major arcana and 3 minor arcana of the tarot deck just like P3 and P4. Characters could equip any persona the party had access too but you had to factor in affinity to determine how much abilities cost to use. It was a sliding scale that went from Best to worst.
Each character has a primary and secondary affinity for persona. If you used a persona that was aligned with your primary arcana you got bonus's to your SP costs and if you had a bad affinity for that persona you had to pay more SP for abilities. An example would be Tatsuya. His primary arcana is the Sun, his secondary was the hanged man. So his starting persona Apollo (which is a Sun persona) gives him good SP costs. But if her were to use a persona from the Star arcana he would pay a lot more.
Nobody in P2 had the fool as their primary or secondary arcana and since the Fool arcana is the "empty" one. Everyone defaults to having the best affinity for Fool. They were also rare to find since you couldn't find fool card for persona fusion that easily.
Another thing to note is that party comp mattered a lot more in P2 since characters had a much more limited number of persona to draw from, and you also had fusion attacks which were powerful abilities activated by having party members cast spells in combination during the same turn.
What the fool arcana does in P3 and P4 is make your party comp slightly irrelevant since the MC can just carry the team; and this goes along with removing the ability to equip persona to any member of the party and restricting their persona selection to mostly 2. This is also one of the reasons that characters can feel useless in the last two persona games. If you don't like their set personas they don't get used and fall by the wayside. And outside of the story and maybe social links there isn't a reason to interact with them.
In P2 the entire cast felt relevant not just because they were main characters, but because you needed to keep the group synergy going and keep everyone well equipped and focusing on their strengths. There were a few moments where I had people using off persona to get through dungeon sections but it felt like a necessary sacrifice.
Basically I don't like the fool arcana in later persona games because it simplifies the combat and changes the focus from the team to the individual. I liked my tactical combat and emphasis on group dynamics.