I'm going to apologize in advance for this, but I haven't read anyone's posts except this original one here that I'm quoting. Mostly for the sake of brevity and because I'd like to respond to this original post as it's essentially asking for advice and alternate ways to do things.
As an RPG staple, what are your thoughts on regular battle encounters? What are your methods to keep these interesting, without going overboard and making every battle feel like a death match?
My thoughts about regular battle encounters is that if I'm spamming my best skills or just the "Attack" command, I'm bored. It's going to be your story that holds me to your game since your combat system offers very little.
To that end, I've adopted a very simple rule across all of my combat. Whether it will be effective or not... I have no idea. But, I'm going to give it a try. What's the rule? "If this enemy is new to you, you'll spend at least 4 moves to kill it.". That means, one hit from each party member. Minimum. Players who have spent those initial turns killing the new enemy make take 3 the next time. Then, maybe two the next time. Until, finally, they know how to beat it quickly and efficiently. Does that mean everything will go "according to plan"? No. The player still does occasionally get lucky and one-shot the new creature by using what they're supposed to. Or, by virtue of simply having equipped themselves properly (it is less about how high your stats are and more about which pieces of equipment you use to be effective).
But, there's lots of stuff that go into that.
1. Stats are important, every single point is meaningful, but...
2. Percentage rate decreases in damage types can make your stats pointless. If an enemy is resistant to Slashing, you'll likely only be doing half damage, even with the Infinity +1 Sword. Even worse if Infinity +1 Sword is Holy as well... and the enemy is resistant to that element too.
3. Going further than even elements, there are damage types. If you hit a magical enemy with magic, they are likely to simply have a lot of Magic Defense, so your damage goes down anyway. There exists a Skill for every damage type. Strength, Speed, Magic. These exist to exploit these high stats and to exploit the possible low defenses to these stats. Using Magic on a Strength character would result in them taking more damage from two sources... the low Magic Defense... And the low resistance to Magic Elements.
4. States are very important. Initial states won't do a lot of damage, but as they gain power over time (through leveling up in a Tier system), they can kill enemies quickly, or put those enemies within range of easy kills in short order. Of note: Poison Level 4 lasts for 20 turns and drains 20% of Max Health each tick. This can kill in 5 turns... Or, it can do a lot of damage to an enemy you don't have any ability to harm in any other way due to party composition.
5. Enemies can hit you back for exploiting their obvious weaknesses, which may force a player to not exploit those obvious weaknesses and to search for an alternative.
6. Everything listed here? It also applies in reverse and can be used against the player. Combat is deadly and decisive as a result. Enemies are designed to kill a character in roughly 4-6 hits themselves. This forces players to be efficient with each turn, and with the way they play. It can also provide surprises to the player.
Common complaints I see when watching people play RPGs:
-The battles are boring because the enemies don't do anything special.
-The battles are boring because the enemies die too fast.
-The battles are frustrating because the enemies are too powerful.
-The battles are frustrating because the enemies take too long to kill.
-The battles are a waste of time because they aren't rewarding (no drops, low exp).
Most of these all go together. Some might argue that they're contradictory, but I assure you that they're not.
1. If enemies don't do anything special and offer nothing new to combat, the player is spamming their best means of winning and sweeping the floor with little effort. It's boring to just hammer a single key all the time and not use your brain.
2. Battles being boring because enemies die too quickly is also part of that problem. If they don't stick around long enough to do whatever special ability they may have... Then they just as well not even have it. They need a little longevity.
3. If enemies deal so much damage that each fight feels like you're fighting just to stay alive... this is boring because it stresses you out so constantly that it ensures "burn out". Many game devs have this problem of making an enemy very powerful... But, they do nothing special, and they also die quickly. Most bosses in the last 20 years fall into this issue. They're quick and easy to kill, but they do massive damage to you in order to provide "threat" to the player and make them feel like they've "accomplished" something when they've won. It rarely works.
4. Enemies that take too long to kill tie into 1-3 quite quickly and easily. If the player knows how to kill the enemy, they should simply be able to do so. If I know to beat your enemy by casting Float on my team to avoid their Earthquake Skill, and all it takes to beat them is to whack them in the face to die afterwards... I shouldn't have to waste more than a few hits to do that. If I'm repeating the "attack cycle" more than 3 times and the battle has become "automatic", it has disengaged me and my brain. It has become boring. I know how to win, I just have to perform these couple actions like a machine, without thought, and wait to win. Combat should invite player thought, not invite players turning off their brain. At least, if you seek to entertain through combat alone.
5. It is only common to see "no drops" and "low xp" from devs who don't understand gameplay design very well. The "no drops" is typically an attempt at "realism". "Look, a boar wouldn't drop money! It might drop a tusk, but not money! It's also not going to drop swords or potions or anything!". Which leads to the very boring, "I'm looting enemies that hunt me and getting nothing for it". I find that these systems work a lot better if they drop an "alternative" currency that is analogous to "Reputation". Something you can spend a bit of in town to use to solve problems, get cheaper prices, or whatever. The "low XP" problem typically comes from devs who just want to keep players from grinding, because they don't know how to balance combat around anything except the stats of the characters and equipment... And they're trying desperately to keep their game exactly as difficult as they wanted it. This also results in a lot of "boring combat" as it becomes pointless to engage with anything except enemies that give you good loot or enemies that give you large chunks of XP. Typically, these behaviors result in a lot of players fighting enemies far beyond their skill levels in order to reap massive rewards quickly. Or... they min/max. Which... can be tedious.
What is your way of hitting that sweet spot for making regular encounters that are fun to play, allowing players to play around with their characters' powers, but don't drag on for so long that it becomes tedious?
(Note: this is a discussion on designing regular battle encounters; there is no need to point the option to remove these altogether.)
By and large, a player will enjoy fighting your monster 1 to 5 times. After that, they've got a level of "mastery" over it that it ceases engagement in their minds. It becomes "boring". So, they key is to make those first few encounters fun (usually in the 1 to 3 range) and engaging, and then unimportant afterwards. Easily skipped through, so the player can move to the next section if they so choose without getting bogged down.
I think that's the sweet spot you should aim for. "The first time the player encounters this monster, they shouldn't know how it works, it should stick around to show them how it works, and they should try things to figure out how to beat it. After they've figured all that out, it should be killed very quickly and without much effort to move things along". This has the added benefit of making your player seek out new encounters (if you've done them well, anyway) in order to see what you throw at them next. What new challenge there might be. What the enemies might teach you as a player. That excitement of, "ohh, It's a new monster, I wonder what this one does?".
That's what I think the sweet spot is.