Hey guys! I'm implementing an Equip Skill mechanic into my game. Think Pokemon where you have four skills to use in battle per character, and a party of three characters which you can freely switch between in and out of battle. But what I also want to do with these skills is have them so they provide a stat benefit as well. For example, if you equip the "Blizzard" spell, you'll also net another four points of DEF. But the way I have it set up is that you also lose two points of MDEF. So it becomes a player decision of "well, this ability is useful, but also messes with my stats, which I can then try to mitigate with equipment". But this can also mean that the player finds themselves unfairly limited, because their skill that would be useful and giving them an advantage in a given situation would also put them at a disadvantage when it comes to their stats. So, do I treat the skills like equipment, where more often than not, they'll give minor stat boosts without much of a drawback, the only real drawback being that unequipping them will cause them to lose that skill's benefits. In essence: do I make the skills a balancing mechanic, or an equipment mechanic? Stat loss for every skill to balance out, or no?