Attack, Magic, Item.25 years of this crap has gotten BORING. Soulless. Lifeless, even. What I suggest instead? Allow each party member to equip 2 (maybe 3) weapons, and a goodie bag of about 3-5 item types. At each turn, you choose the corresponding weapon, and they each get skills/spells associated with them intrinsically. This basically gives you a "magic system" that, rather than being cumulative, keeps navigation down to 4 or 5 "spells" apiece, tops. And it allows them to be combined with attacks, to avoid the generic "spellcaster" motion.
If you want, you could even use the equipment/spell levels to regulate player levels, instead of XP/grinding.
Cure, Heal, Revive, Elixir, Ether, Potion, and the ever-lovin' Zinzu Bean.Just make a simple cure-all item and stick to it. Yes, status effects too. You eat, it recovers life. You use the bathroom, it recovers MP*. Maybe 3 tops, because I know reviving a fallen comrade - however nonsensical - is such a popular notion. Although, if anything
gameplay-oriented could affect a storyline departure, it's losing a party member in battle.
If you really wanna get fancy? You could always do something like what Ehrgiez did with food groups. Make a number of all-purpose healing items, and then tie each one's use to a specific statistic level-up. So one kind of healer item ups your strength one level, another your dexterity, etc.
* Just like with real players, I suggest a nice, hearty dump before every major boss encounter.
You can lose the battle but still win the war.There should be a few encounters that ARE beatable, but are also designed to continue the game win or lose. Sort of a 'fork in the road' point in plotline, where winning gets you a specific, unique reward that cannot be attained by losers. Note that this may be an offset of the "Disc One Final Dungeon," but what would be even better? If it were disguised as a normal, random encounter. Or perhaps there's already a conflict between two affiliated parties, and your (accidental?) intrusion makes you take one side and face off against the other?
Speaking of "random encounters..."There's a number of designed, non-random things that work. PokeMon's "vs. Trainer" system is a great example. However you decide to handle encounters, there's a few design things I would keep in mind. But more to the point:
The 60/30/10 system. Yeah, there's some regular blobs you can take out for easy XP in a mostly-nonthreatening setting (the 60%). The occasional bigger goon that is all by their lonesome, or occasionally in a couple, that will actually inflict some easily-recovered damage on you, for a change (the 30%).
But that other 10%'er? Make that fucker a MONSTER. Like, boss or sub-boss level shit. The point may not be to wipe you out. (Okay, that is a total lie. You want people to FEAR THIS SHIT. But make it still beatable, IE: no insta-kills.) The bigger point is - that WHEN you survive an encounter with this beast, YOU WILL BE HURTING! One of those 30%'ers, all of a sudden, becomes realistically THREATENING. (You can easily counter-balance this with a 5-minute timer that prevents a second boss-level encounter from reoccuring, too.) Sometimes it's FUN to fight stuff like that, too. But either way, it gives a level of excitement and tension that people play adventure games to feel!
Maybe make that guy a 8%'er, and give the player a 2% chance at tripping over free, decent equipment or treasure, too. How is it that people are getting eaten by giant wildebeasts, and yet you never see one G of gear just dropped off somewhere?
Level design a factor?As a less-random alternative to the aforementioned, you should probably give many areas a "long road" and a "short road" through the parts, and maybe some particular item/secret-excavation excuse for attempting each one. The long road is populated by more weak enemies, and functions as a sort of detour that enables recovery; whereas the short road is a quick, to-the-point way of travelling, but at higher risk against tougher enemies.
Then the balance is all up to the player.
They can pussyfoot their way through the easy side, or really push themselves through the toughness. Although it may be highly improbable (even impossible wouldn't be a BAD thing) to ALWAYS take the hard route successfully; statistically speaking, hard roads will break you down, and easy roads will build you up.
Alternative Endings 201?Okay, so this goes back to the whole win/lose-but-the-game-goes-on Decisive Battle idea above. So different plots get you a different ending, right? But what if - on top of that - different outcomes also give you
an entirely different final boss?! :D