MUST WATCH details all teh fundamental
http://twvideo01.ubm-us.net/o1/gdc_china/2011/slides/S-O-1113-3-EN-Sara%20Jensen%20Schubert-EnPPT.flvalso to read
http://en.wikipedia.org/wiki/Damage_per_secondBTW the strategy in rpg either come from:
- production strategy,
-"trick"
- puzzle encounter
- pattern matching
By production strategy I mean something like the following:
Let say you have a character that double her hits every time she connects with an enemy but have very low damage values. If the encounter is short it's a useless move because you never reach a point where you deal enough value to be worth it over a more linear but straight attack, however in long encounter like bosses, it will double until it deal massive damage.
Strategy is all about setting up production while disrupting the other's one.
By trick I mean anything that lock option and change the topology of the match, not necessarily deal damage:
Switching your health for the one of the enemy is a context sensitive move that can deal a blow to the enemy, having a time attribute on this exchange, denying a move to the opponent or locking him in an attack, converting momentarily an ally of the opponent, confusing him, all are trick that change the way things interact. Those are the most difficult to balance because they introduce chaos to the base damage production model.
Pattern matching, it is about the given weakness type of the target over the type of attack strength:
It's well known and generally implemented using elemental system, but weapon type or any other system works too, it can be implicit like having tank and glacier enemy to whom you would match production model (flat linear or exponential damages).
Puzzle encounter is just the fact you set up scenario encounter base on all of the above that force the player to play on some key aspects of the battle system:
For example let's say you have the hero start a field very powerful but without way to replenish health, the field is full of weak enemy but travel is long. At first the player will smash through the horde but as they progress and their resource are chipped away they need to switch their strategy to fleeing away to ration them, it turns out that teh seemingly useless trick the enemy was using prevent fleeing away, suddenly it turns the game in to strategy to flee away and complete the field as fast as possible.
(note I leave uncertainty management and luck factor out)
Why I'm talking strategy? well the stat is a tool to help you define the experience you want, the actual complexity is meaningless as long you hit the target experience and the point above don't need complex system to be implemented.