I've noticed a trend in newer games in which the number of available attacks to the player has been decreasing, but the utility and customization of individual skills has been increasing to compensate.
Yet, on this site, people seem to boast about hundreds of skills.
*deep breath*
There seems to be two camps, here: one one hand you can create a small skill pool, but give these skills LOTS of utility. On the other, you can give them a lot of skills to increase the customization of your characters.
Thoughts?
My philosophy on skills is this:
With the exception of skills that are only in place to control certain scenes, or have special functions:
every skill should be considered important throughout a fair length of a game. And every skill should in some way come with a small trait that makes them just unique enough so that they do not lose their usefulness over time. I give bonus points to anyone who can thread together a chain of skills that can increase the effectiveness of other skills.
Variety is fun and exciting. Clutter is not.
If you were to ignore all the special commands in my game, there would only be about 70 skills(and about 30 or 40 states.). And about a dozen of them are unique in that only one particular character may have access to them as the story progresses. EDIT: There are six playable characters, each get 12 skills. So there are 74 skills total. A character can break the limit of about 12 base skills if they use equipment.
The power of equipment and how skills react to the equipment shouldn't be overlooked.
How will my armor hold up against Skill P? By how much will my offensive equipment increase the effectiveness of skill P?
Things like that. I don't mind lots of skills. Just make sure that your skills matter. And how you balance your character paramaters, your damage formulas and especially your equipment, all plays a role.