battle stat prioritizing

Oddball

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I know this is done to a degree already in most rpgs, but i was wondering if it would be a good idea to prioritize it, and have all skills raise/lower stats

Like against glass cannons, speed is the difference between being hit hard, and being tottaly pulverized.

This could also be interesting in battles with multiple enemies, as stat priorities could change throughout battle

Doing so in a way that says "don't use this attack" instead of "only use this attack". like for the speed battle, you wouldn't want to use a negitive priority move, or one that lowers your speed
 
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kerbonklin

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There is definitely a big problem in many RPGs where the ability to burst a target by going first is too strong, and that's usually because the target cannot fight back at the same time. Bursting down any target asap can usually end up swinging any encounter in your favor. It's why you never try to fight anything in a final fantasy game if you don't go first. It's such a big disadvantage. And if I can stack both damage and speed, it possibly becomes broken.

In a game where actors and enemies can passively fight each other back when targeted, tankiness as well as damage become much more prominent, and sources of burst damage is actually usually used last as a finisher instead of being used first.

A game where you can actively (and drastically) change your actor's stats to fit certain needs, however, is something you need to be careful with. Especially when it comes to the character's portrayed personalities.
 
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