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Anonymous /vr/11795435#11799043
6/13/2025, 10:32:55 PM
I have to disagree here; I'm not a fan of charges or non-auto-redirecting attacks (mentioned by >>11795789).
In something like FF1 or Mystic Quest, they can add some complexity to a relatively simple game, which is welcome there. But imagine adding them into a really complex Final Fantasy game, like X-2, and problems start to emerge.

In X-2, you are controlling three characters at once, any of which can at any point during their turn switch to one of several different classes. Doing this not only trades out their entire suite of abilities for another, but also completely changes their stats. Switching classes like this moves their piece across paths in a small board game (each character having their own board) and depending on how far they've moved, their stats and abilities and even the classes they have access to will further change. In addition, characters can advance in their classes in the middle of battle, and enemies similarly can at any moment "oversoul", suddenly turning into a miniboss with a whole new suite of abilities and stats. All of this takes place in real time, on top of all of the normal mechanics present in every Final Fantasy game.

Final Fantasy X-2 does not need to be more complex. It already has piles and piles of mechanics. The only reason the game functions and is fun to play is that really basic stuff like remaining magic uses and enemy targeting is streamlined.
Essentially, the "mental weight" that D&D-style magic charges and manual targeting would take up is instead reinvested into new, wholly unique systems you can't experience in any other RPG.

In short, I don't think that these kinds of systems are interesting or fun enough to be worth the additional "mental weight" they put on the player, at least for most RPGs.
Adding more things to keep track of makes RPGs harder to play, but that doesn't directly translate to more fun.