@RCXGaming I think Tony and I both might have been suckers for the setting, as well. Although I think outside of genre bias, having cool location(s) and showing it off in eventing is definitely a good idea in a more general sense. The 7 man party felt quite arbitrary, to be honest. Like they figured out what was the biggest number of characters they could have at once and went with that. I read that there's a piece of gear you can get that gives you an extra action, and if you farm you can equip it on every character. Imagine having 14 attacks on your turn!
Good lord.
Yet another topic of interest!
Stunning enemies is another difficult aspect of RPGs to keep under control. I haven't exactly seen an MMO that controls status effect use (don't really have interest in playing MMOs), but my fix for "can't move" and other such impairing states (Charm, Confusion, etc.) was to do a few things:
* Have enemies be affected by different state amounts per turn - whether it's longer or shorter
* Have a troop event that makes enemies become immune to a status effect that would otherwise wreck / stunlock them. Almost exactly like what you have in your video, but they become immune for the entire fight and not just a few turns.
Both work together in making states viable and even useful on actual bosses, since... well, here's an example.
Stop affects enemies for 2 turns normally. But a boss has a +1 modifier so they're affected by it for 3 turns. However, once you inflict it on them you cannot inflict it again.
An enemy that requires Stop will have to be insanely tricky/powerful (which my other systems support), so you need to learn how to use those three precious free turns properly.
Another aspect of stunning is how the player handles being stunned, which is equally important if not more so because I've been in the situation of being stunlocked to death because I couldn't get out of a "can't move" status.
My answer to this was to introduce two items - the Pure Fruit and the Auto-Fruit. The Pure Fruit is an accessory item that, if you have it equipped, automatically cures the player when the turn ends if they get affected by any status, even ones where they can't move (Freeze, Petrify, Stop, etc.)
The cost is that the Fruit uses itself up and you have to re-equip another one, and you can only carry three (I think? I forgot what the number was). However, you can also change equipment mid-combat so it's not an inconvenience to re-spec.
The Auto-variant automatically cures everyone if they're hit with a "can't move" status just by having it in your inventory, but you can imagine the stack for this is only 1 and it can't distinguish who is stopped, just that someone
is.
Also had a thought of a "Sentry Gem" accessory item where it automatically attacks the enemy with little magic bolts even when you can't move, but it occupies the same slot so you can't have both a Fruit and the Gem at the same time.