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What you're saying makes some sense within a very classic JRPG setup, but there are a lot of different complementary mechanics that would make such a system immune to these flaws. A dungeon crawler setup with relatively short dungeons and relatively difficult encounters would make mages more important even with extremely limited mana. A combat system where mages have a few "free" spells (akin to attacks), or a fairly useful Attack command, and warriors need to use MP for their skills, would avert this problem because each character would be equally relevant.Since I can't link...
Go to YouTube. Look up "Ross's Game Dungeon Revenant".
That is my answer about limited mana.I think it's an answer you can agree with.
EDIT: Or, if you're too lazy to look it up and wait for the answer...
Limited Mana basically leads players to never using your magic even more than they already do without the limit. Players already ignore magic use except in boss fights when they need to nuke to win fast. Limit mana, and they'll only use it on truly difficult bosses... Or just ditch mages entirely.
I'd personally ignore anything magic related with such a limit.
Think of limited magic in this way. What if you could only swing your sword X amount of times before you had to wait for a checkpoint or you used a potion? Imagine limiting the "Attack" command to as limited as you want your magic system. That's what you're getting.
I do think this design is harder to get right than the standard modern JRPG setup with cheap restoration and "filler" battles because if you mess up in your mechanics design or balance you don't turn your game into a mediocre one - you turn it into an aggravating and unplayable one. And like I mentioned before, I do have concerns about mages' irrelevance as well as heal spells crowding out everything else in such a system. But for sure it can be done and it can be done well.
Actually, in one of my games (How Badly), MP is extremely limited and hard to refill (you only restore it at the end of an in-game day, or by using expensive food items in a game where you succeed or fail based on money), but Adrenaline Points/AP (which resets after each battle and recharges quickly during a battle) can also be used to cast the same spells that MP can. The point of having this additional, limited pool of MP is as a "trump card" for when you need to cast several spells in a row without waiting against a very hard enemy, or for certain skills that have a greater effect based on your current AP (after paying the spell cost). And the point of AP being that the player can enjoy themselves and frequently make strategic decisions about which spells to use without worrying about conserving long-term resources.
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