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Originally Posted by Millie Most of the FF games (and most RPGs in general) are too easily beaten by overleveling. Level matters a lot more than any other factor in your ability to win encounters. I'm not a huge proponent of the easiest solution to this problem, i.e., having monsters level up with you. But there needs to be some way to deal with the issue effectively. I've never played an RPG that capped your levels as you progressed through the storyline, but maybe it's a thought? Or would people feel too restricted? For instance, the whole story is divided into chapters, and in Chapter 1 you can only attain Level 10 (or whatever), in Chapter 2 you can get up to 20, and so on. By the final chapter the cap is removed (or, really, set at 99), and thus, the monsters' levels and your levels will have remained relatively on par for each new dungeon you explore in a linear fashion.
The only problem I foresee with this approach is that it's very linear. Playing a game with level caps per chapter might feel too much like playing an RPG on rails. But who knows? I don't think I've ever seen it done before, so I have no frame of reference. |
Maybe not caps for storyline, but caps in a specific instance of hte game. For example, if you're in dungeon A, your skills could only be Y useful.
Horrid idea, but i dont have a lot of time to put into the thought process of this

Personally, skill based system would work out a LOT better for that, since there really are not any levels. Or, if you do have a leveling system, don't increase stats drastically (like +100 on level) and grant a lot of bonuses as you progress through the story via items and what not.
Anyway, gotta goto work so i can't really think past the first portion of this thought process, but it could work out i think.