All right, folks, here I go: My game uses a custom system very similar to FFX's Conditional Turn Battle system: Based on agility, the playable characters' turns arrive, the player enters the commands, and the action executes immediately. This is in contrast to how the default system has the player fill their "sheet", submit it, and let friendly and enemy actions happen in the order determined by agility. Agility does not increase with level ups, for the sake of easily managing the enemies and keeping things strategic. As an example, this is how a battle will go: Ninja, agility 12, enters and executes command. Enemy bat, agility 11, acts according to its programmed behavior and uses a physical attack. Cleric, agility 10, enters and executes her command. Enemy snake, agility 9, acts according to programmed behavior and uses a venomous bite on the knight. And so on. Notice that the playable characters have even numbers for their agility stats, while the enemies have odd ones. The agility stat does NOT affect the number of turns (nothing does, in fact), so a character with AGI 10 will not get ten turns for each one that an enemy with AGI 1 takes. They will simply alternate turns over and over. This is what I want to do, and want to ask your opinion about: When the player defeats the boss of that region, I plan on giving each character a bonus of +2 to their agility score. Why? This way, the playable characters can choose to stay around or return to that area and farm if they choose so, and not get pre-empted by the enemies which are now small fry. (This way, a level 60 knight doesn't have to wait to get a venomous bite from the same snake that tormented him when he was level 5). I am making the game so that it's beneficial to the player to farm if they choose so, but not a requirement, so that's not a big concern. (I myself don't mind grinding in some games for the sake of becoming stronger) Of course, enemies in later areas will have higher agility scores than the snakes and bats of the first forest, so that some of them will be able to pre-empt the healer and cast paralysis on another character, or silence the magician when the player first visits that area. I plan on keeping things in proportion so that there's a challenge without it being unfair, or letting the player mop the floor with the enemy before they become strong enough. Now, someone from my team is vehemently opposed to this, claiming it's pointless, and that the player should instead prepare against the venomous snakes of the first forest, dealing with them in the same turn order as they did when they started, even now that they are 10 levels higher, for example. His opinion is to keep agility static all the time, as we originally planned. (Just got the idea of the agility bonus today. Consider this similar to how Mega Man gets a weapon by defeating the boss of a stage, then returns to that stage and mops up the enemies with such weapon.) I say that doing it my way benefits the player when facing enemies that were a threat before, but now have become small fry, and by adjusting enemies and bosses in later areas, in proportion so that the order of turns remains the same, does not harm the challenges ahead. I don't want to use the "It's my game so we'll do it my way" card here, because this person has been a big support along the development of the game, and one of the few that has stuck with me, not to mention a very good buddy of mine, and don't want to alienate him that way. So... what do you think? Does my idea have merit and can be used to give the player a fair advantage when needed, or a pointless mechanic that would result in extra work without need? Please let me know what you think; and thanks in advance for your time and consideration.