It started with Final Fantasy. Secret of Mana, so many JRPG's what have you. Then came the PC generation. I like both. I don't know if it's because I've been spoiled by so many MMO's or PC RPG's, but I've become accustomed to having so many skills to use. Then again, in those kinds of RPG's you usually only control one character. In old school JRPG's, or the kind that RPGXP is good at making, you get to control several, so naturally each character would have far less skills than a game where you only control one. Add up each character's skill however, and then it's just like controlling one. I would think that having over 50 skills per character would be a bit daunting, but still, how much is enough? How much is too little? My game is similar to FF1. You have four characters that you will have for the entire game but you get to choose their classes. I have 8 classes in mine, 4 which are melee type, 4 magic type. The idea is to replay the game with different combinations of classes to make a different experience.
"Four white mages?! That will never work!" - Black Mage, 8-bit theathre
Currently I have about 12-15 skills per class, with the exception of the priest class because she needs so many different "Heal Status Effect," spells. So at the most, 15 skills + 4 characters, that's a total of 60 skills to play around with, including their upgraded versions. (So then we're looking at about 100 there.) The reason why I have stopped right now is because I've been tweaking my skill list to death to the point where I can't think of any more skills to make. (Without scripting, just using event commands.) I actually know a bunch more I could make, but then it would make choosing one class over another pointless because they could all do the same thing. Besides basic attacks, I have a few elemental attacks for the melee characters (to compete with if you decide to have no spell based characters at all), a few classes other than the priest have healing spells, and status inducing effect spells for all classes. I've tried to balance out every class so one can make up for another class with a few skills in a particular category should you decide not to bring one that excels in it. (For instance the guardian can heal if you have no priest, the rouge can damage heavily if you have no mage, and the druid can heal and have spell attacks to make up for the lack of a mage and priest.)
So there ya go. 12-15 sound like enough?
"Four white mages?! That will never work!" - Black Mage, 8-bit theathre
Currently I have about 12-15 skills per class, with the exception of the priest class because she needs so many different "Heal Status Effect," spells. So at the most, 15 skills + 4 characters, that's a total of 60 skills to play around with, including their upgraded versions. (So then we're looking at about 100 there.) The reason why I have stopped right now is because I've been tweaking my skill list to death to the point where I can't think of any more skills to make. (Without scripting, just using event commands.) I actually know a bunch more I could make, but then it would make choosing one class over another pointless because they could all do the same thing. Besides basic attacks, I have a few elemental attacks for the melee characters (to compete with if you decide to have no spell based characters at all), a few classes other than the priest have healing spells, and status inducing effect spells for all classes. I've tried to balance out every class so one can make up for another class with a few skills in a particular category should you decide not to bring one that excels in it. (For instance the guardian can heal if you have no priest, the rouge can damage heavily if you have no mage, and the druid can heal and have spell attacks to make up for the lack of a mage and priest.)
So there ya go. 12-15 sound like enough?