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mjk45 said:

I like the games that at least let the reserves auto take over if the team is ko'ed and even better when party heal includes reserves so I can then bring them back if I want.

The more convenient and quick it is to switch the reserves out the better, and yes, being able to bring a healer from reserves to revive the now reserved KO'd character to full health before bringing them out again is the best. If I were designing an RPG, I'd make some sort of understanding that everyone is fighting, but the battle focuses on the characters in the active party. I'd make experience shared among all characters active and inactive on these grounds, and only characters that started and ended the battle in KO state get no experience, characters that are KO'd for a portion get reduced experience except for bosses where everyone gets full experience, and bosses would always have some full party revive mechanic with a save before them (and skippable cutscenes). I might make a system where you can have multiple teams, with the understanding that the other team is fighting another group of monsters or something, and you can decide which team to focus on for the battle, and call for help from a member of another team if you need. I don't know what the solution is, but in any game where the party grows beyond what the developer is willing to design battles for, the developer needs to come up with something to prevent the reserve characters from being underleveled and irrelevant to the player's experience of the game.