What is your "ideal" amount of party members in a standard RPG?

15098D

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I'm gonna be honest I've always been a fan of the 4 party members in battle at a time system. I think it gives enough variety in the characters you can use while also not tipping balance too much in favor of the party. Too many party members at once can make the game a lot easier simply because the player can throw out more each turn
 

Bernkastelwitch

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One reason I prefer to have a set party of characters instead of choosing from a large roster is because I never really find myself switching out my main party unless I absolutely have to in games that offer the choice.
From a developer perspective, it's also the fact my combat eventing tends to become really long already with a small number of characters, with combat effects interacting with each actor. I can't imagine having to go through that for 20 or more characters.

That is understandable there. It's all a matter of personal taste here. Some people like smaller rosters and some people like bigger rosters.

For me one of my favorite things when working on RPG Maker and whatnot is building characters. Both in a writing and a gameplay perspective. It's probably why I don't have too much issue making a lot of characters. I usually prioritize them by plot importance or availability, though.

I don't have a personal issue making a lot of characters but I can understand why even in a developer point of view, they'd do it. Everyone has different standards here but that's what makes working on RPG Maker unique: People have different ideas for different RPGs in mind and it makes it diverse.
 

LightBorneX

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You know this means someone has to make an rpg now where there are a TON of characters that could join the party- just for kicks and giggles. Random drunk guy at the bar? Sure! Little kid with just a stick? Why not. Divorcee who was tired of her rich annoying husband and wanted to get revenge by blowing everything up? Let's do it! We'll even take the stray dog peeing on the side of the inn when we first walk into town. And, of course, you never know who will add to the story, who might have their own full storyline, or who might end up a backstabbing traitor. Let the fun begin.
 

Meowsticks

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You know this means someone has to make an rpg now where there are a TON of characters that could join the party- just for kicks and giggles. Random drunk guy at the bar? Sure! Little kid with just a stick? Why not. Divorcee who was tired of her rich annoying husband and wanted to get revenge by blowing everything up? Let's do it! We'll even take the stray dog peeing on the side of the inn when we first walk into town. And, of course, you never know who will add to the story, who might have their own full storyline, or who might end up a backstabbing traitor. Let the fun begin.
I've never played it myself, but Chrono Cross apparently has 45 playable characters which is absurd for an RPG, especially when the max amount in battle is only three. :guffaw: I bet people could go even higher if they wanted.
 

Htlaets

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I like when an RPG focuses on the battle-limit number of characters at any given time and no more. Something like Trails in the Sky where there are a lot of members that join the party but you separate and rejoin with different characters as the story progresses so you're rarely choosing between bringing one character of another is nice.
 

kirbwarrior

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You know this means someone has to make an rpg now where there are a TON of characters that could join the party- just for kicks and giggles. Random drunk guy at the bar? Sure! Little kid with just a stick? Why not. Divorcee who was tired of her rich annoying husband and wanted to get revenge by blowing everything up? Let's do it! We'll even take the stray dog peeing on the side of the inn when we first walk into town. And, of course, you never know who will add to the story, who might have their own full storyline, or who might end up a backstabbing traitor. Let the fun begin.
I've thrown around the idea with other makers of 'you can recruit any npc', even in this thread. Putting in the effort to flesh them all out would definitely make the experience worth it.
 

Mike-Turtle

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'Shining Force 2' had 30 I think! And as that's the standard by which I hold all party games to, I would have to say 30. The more the merrier really, especially when you can choose which ones you play with.
 

kirbwarrior

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'Shining Force 2' had 30 I think! And as that's the standard by which I hold all party games to, I would have to say 30. The more the merrier really, especially when you can choose which ones you play with.
IIRC Shining Force 2 was a trpg, which definitely need far more party members. As another example, I can't imagine Fire Emblem working with less than 30 characters just because of how the game is set up (and with permadeath...)
 

OtherDarkZero

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IMO, my ideal is 3-4 that way I have a set group of characters and don't have to worry about developing all of them.
 

Beewo

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For party members I'm a fan of at least 8 party members so I can swap and try some combinations. Especially like it if some members got synergy skills (tex tank can use a flaming sword attack if mage is in the fighting party). Not to say this is a super hard rule for me, plenty of excellent games with less. But at a first glance its always a bonus for me, for combos and lore/story interactions between different fighters as you travel.
 

tiabuni

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Two, like in Paper Mario. With a very small number of party members available, too. The less characters, the better the odds they will be well developed, and the writer won't lose themself trying to write a proper, cohesive story.
 

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