you can't really make a static HP in RPG games when there's is this thing called "Levelling" well for me this are the following reasons
- If you make 100 HP in every living actor and enemies on the game it doesn't make the player feeling growing
- It will be boring if you only see 10~20 damage when you even reach level 90 when your hitting a level 80 monster. You're not really growing after all
- defense attributes increase can be really hard to decide because you are only in range of 1~100 numbers. if you are already on the final scenes of the game you maybe giving an armor with 20 to 30 defense armor + the natural defense of the levelling character so it will make your monsters hitting maybe 5 or 10 damage even at level 90
- Your game will be much like a FPS game, its more a strategy to win. RPG's are not designed for being as strategic because RPG players are expected to level up rather than being startegically thinkers along the game.
If you want to put some STRATEGY and BALANCE on the game,
concentrate on balancing equipments, stats, skill attributes, states and battle mechanics both on actors and enemies.
OBJECTION! (Wright's reference xD). Anyway, since I disagree, citing my points of view can be good for the topic. Or so I hope (?).
1. FF6 for example, characters get only HP and MP by levelling. Other attributes are raised only by Esper effects. Does that means that FF6 feels to not grow because not all values grow? (until a certain point where you get access to Espers to raise your stats).
The numeric grow thing is something that comes from the root, D&D. But I don't think it is a mandatory thing for RPGs to have. I know that now there is this trend of incorporating "RPG elements" on ANY kind of game (skill trees for a Tetris game -and in BF4-). But that doesn't makes it a role playing game. Same if, again, in BF4 you leveled up. It doesn't makes it an RPG.
"Progression" and "growing" can be implemented in an theoretical infinite amount of ways. from which I can only cite right now a skill-based growth and a numerical growth.
2. You don't need those extravagantly high numbers from FinalFantasy. Actually it just gets useless after a certain point (100000s of damage! yeah well, your monster of 1kkk will die in 100 hits -or after spamming 5 renzokukens *cough*FF8*cough*-, it's the same if you do 100dmg and the monster has 10000hp, or make 10 and enemy has 1000...). Do you really need all that differentiation? All those digits to waste...
3. By using regular calculations, yes, it will be, because these calculations expect your character's HP to grow. But if you do an equation suited to your own needs, it will make things easier.
3. 4. This is something I've been thinking about, and where on some cases I find I can agree with you. But in some cases, and by so I mean that it does not always is correct.
Most RPGs have the problem of being static, having no or little variation on circumstances. In an FPS, you have things (and yourself) moving in an scenario, which needs you to adapt to the specific situation. RPGs on the other hand are pretty much scripted, and you need to solve the puzzle of what things to do. Some games have made good battles though, and this is something where I feel a need of citing FinalFantasy for the third time. And Chrono Trigger. Small things like a monster that changes its weakness. Or in Chronno Trigger specifically, some skills had special target scopes, like Cyclone and Slash, and enemies moving around (yeah, bad thing is that enemies movement is pretty much random, so making them line up to hit them all with this Slash will be pure luck).
But anyway, these small steps forward are things to take and improve. Or reinvent completely.
Anyway, this is my point of view for these aspects,
Orochii Zouveleki