So you're managing potentially three different types of character growth systems at once that have zero similarities to each other, and two of them have elements highly based on seemingly random chance.
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For humans, all stats are raised by items you buy which boost a by a random amount in a certain range. HP, Str, Agl, etc. Mutants, their stats increase after each battle, akin to how people grow in FF2 (same director, in fact. Monsters eat monster meat and transform.
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But the human stat growth items are expensive. Mutants see their stats grow fast but they also learn and unlearn abilities, i.e. spells, but it's completely random as to what they learn and unlearn and when. Monsters transform based on a system but you don't know what it is.
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The only way to learn the monster system is just trying different types of monster meat to see what meat causes what transformations, and there are a LOT of potential combos.
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Add to this, the way weapons work is atypical. Humans and mutants can equip weapons. But weapon strength is not based on the same stats. Some types are based on the STR stat. Some on AGL. Some on both.
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Adding further complications, weapons can break and each one has a durability counter. It starts at say, 50, when you buy it, and goes down by one each time you attack. There are also no weapon or armor slots. Its just a number of blank slots to equip things.
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But for mutants, these weapon and armor and item slots share space with the randomly generated abilities, and you can have a max of 4 abilities at a time so to get the most out of abilities those have to be free.
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FURTHER weirdness...you can end up with two of the same ability. Abilities each have their own MP/use counter you can restore by resting at an inn. so say you get barrier, with 25 uses. There's a random chance you can get...barrier with 25 uses again for a total of 50.
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But of course this means now two slots are taken, meaning only two more slots for potential new ones without replacing an existing one.
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Inns are also unusual in that instead of each one having a set cost, its varies based on how low you are on HP, which is annoying.
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Then there is the reviving mechanic. You have a shop that can revive characters, but each character starts off with three hearts, and each revive costs 1 heart. When they run out you need to buy a specific potion to revive, and its expensive. OR buy another heart.
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Everything in FFL is just unusually complicated and all over the place. It's not bad, but it's very, very unusual and highly unbalanced. The way stat growth works, you can end up grinding for money to power up humans and your mutants can be massively OP in the process.
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None of this would be so bad if all of this were clearly communicated in any way, but...it isn't.
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the sequel does have some atypical traits like this as well, including new job classes like Robot which can be upgraded with parts, as I recall. The third game though dispenses with all this, and just uses a conventional leveling system, HP and MP, and spells bought at shops.
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IOW its less like other Sa Ga entries in general and more like a Final Fantasy game.
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anyway if ur interested in this game I did a map analysis of it a while back.https://twitter.com/dreamingnoctis/status/1316480237518151681?s=20 …
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