The way I see it, normally the question is if MP management is an issue. If it is, then use the most economic skill over and over and if it isn't, then use the strongest skill over and over. By having your version of MP regenerate quickly, you have one great opportunity to get away from that. The player don't need to worry about there being a lot of dungeon left at the end of the stamina, but he/she still cannot spam any skill with impunity.
Ultimately, it boils down to whether or not you can make the different enemies ask for different strategies. I have seen hundred of games where the enemies attacks in different ways and sometimes even defends in different ways, yet the strategy used to dispatch them is very similar. Can you make it so that a different strategy is recommended for a group of two lizardmen than for a group of three wolves?
Yes in most games MP management is an issue, so excess money is spent on mana refreshing items, that are limited as it is as drops, thus conserving mana until boss fights is usually the best strategy. However, I wanted to stray away from that concept since i've seen it many times. I really hate getting to a boss, then having to leave the dungeon to get mana potions and come back, fight my way there, lose 25% of mana due to rushed fights, then use those items before the fight, run out of them mid fight, then it become a luck battle... And if you won you never got enough gold/money to actually accumulate to any worth other than more mana pot money. And after a while that concept just gets very old. My way, since dragoons don't initially use magic, there is said magic in Kailis, it is just not a possessed attribute of Dragoons. So endurance fit the concept well since you can build and lose endurance in real life by taking small breaks and keep going at stuff, so it is based around that concept, thus you get to the boss and still be 100% prepared for him/her/it.
Since the game is an Action Battle System, you fight enemies on the map. Thus, you can and will be pitted against hordes of enemies, though I am going to make special enemy attributes that they can take more damage from "group" strike skills, as opposed to "single" strike skills. This will be on top of the elemental stats that each enemy will have stuck to it.
So let's say we have this enemy:
Fire Ashen Kobold
Creature Type: Lizardman
Size: Small
HP: 500, MP: 100
Immunities: Fire
Resist: Group Damage; Earth
Weaknesses: Water; Single Target Damage
Offensive Strategy: To use fire magic or strike opponent with weapon. Run at low HP. Hearing and Sight Checks are Average.
Strategy to defeat: Simply use regular or single target skills.
Rabid Icemane Wolves
Creature Type: Beast
Size: Small
HP: 350 MP: 0
Immunities: Water
Resists: Earth, Wind, Single Target Damage
Weakness: Group Damage; Fire
Offensive Strategy: To use Glacial Bite, Claw, and close combat. Assists the same mob if under attack. Average Sight and Hearing checks.
Strategy to Defeat: Use group attacks, fire based skills, or a combination of fire and group attack skills.
As you can see here, some enemies will become easier to defeat if you have a pack of enemies by using group attacks which hit all enemies within range as opposed to single target skills or normal attacking. Where as the lizards are opposite and are quickly dispatched when you use single target skills or normal attacks. Even then there will be mobs resistant to both causing you to think outside the box, bosses among a few are ones who are like that.
I'm really glad to see someone interested in this I love to talk about it. Do you have any other questions?
Also I added quite a few new userbars for people with the newer style of the game and a few unseen characters, however I am not releasing what their names are let alone which episode they go to