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  1. Quick note: In the future I'll eventually move these topics to the fan-game discussion forum. But for now, the ideas are broad and general enough that I think it makes more sense to discuss them in the context of the FE games we already know. Once I get to discussing more specific ideas that are further divorced from the context of any previous FE game, I'll swap over to fan-game discussion. Last time, I floated an idea for making skill and luck more valuable by tying them to a meter system instead of an RNG chance of crits/misses. It wasn't popular. Let's try the opposite approach. Instead of a system that removes most RNG, what if we actually increased the random factor, but reduce the punishment factor? But first, why do I want to change these aspects at all? Here are a couple reasons: I think 3X damage crits are horrendous. There's strategic merit in needing to have a backup plan. But 300% damage crits don't create those sorts of situations. They're more likely to be instant resets. It's certainly not a common problem, but that doesn't make it good design. Skill and luck feel underwhelming. That isn't to say they aren't important stats, but most units have, in a word “enough”. Individually, each point into one of these stats feels less important. There are a series of changes here, feel free to voice your opinion on all of them, or just each individually: Change 1: Make luck, not speed, the primary factor in dodging attacks. The formula changes in most games, but speed is always more important than luck. Sometimes by a factor of 2, or 1.5, or even 3. I think this needs to be reversed, so that luck is 75% of your dodge rate, with speed being only 25%. I was also considering making speed 0% of the formula. I think this is totally fair balance-wise, as even with the changes to doubling I proposed in the other topic, speed is still an insanely useful stat on its ability to let you double, at all. I'm also admittedly drawn to the simplicity of binding each stat to one purpose, instead of having formulas become complicated blends of stats in various proportions. But despite all this, it would also make speed a totally worthless stat to gain for someone already fast enough to meet relevant doubling thresholds. Luck's role in evading crits and your own hit rate remains unchanged. Change 2: Reduce critical damage. I've got 2 separate ideas on how to do this: First, we could reduce the 300% damage rate to a flat 150%. The only problem I have with this is the potential for confusion on if that extra 50% rounds up or down on odd damage numbers. Second, we could change the formula entirely. Getting a crit now adds the unit's skill stat directly to their strength/magic. This will mean lower crit damage across the board in many cases, but will be more notable for enemies as they typically have lower skill stats anyway. However, enemies might also do more damage with crits under this system, too. An enemy that would've done 0X3 damage off a crit may now deal actual damage. If this change were implemented, I'd include a “Crit Damage” number in the battle preview, so that players could see at a glance how much total damage they could take in the worst-case scenario. Change 3: Double the effect of skill on the critical hit rate formula. This means that players and foes alike will now have a greater chance of scoring a critical hit. Seeing a crit rate won't be rare, even on an enemy with a good chance to miss. This makes skill more desirable, since each single point gain is basically worth twice as much now, in terms of crit chance. It will mean enemy crits will be something you see far more of, but due to the above changes, you're far less likely to instantly die to one. Perhaps counter-intuitively, I think this will also make luck more valuable, despite being comparatively less effective at reducing crit rate now. A point in luck will seem more valuable when it's reducing the crit rate of a dozen enemies from 4% to 3%, instead of the 0% to 0% “change” we usually see. The enemies with crit rates in FE games are usually the ones with Killer weapons, where oftentimes no amount of luck will reduce their crit rate by an appreciable margin. This isn't an entirely novel idea – Thracia 776 and Fates both halved the effect of luck in reducing crit rates. While not quite the same as doubling the effect of skill, changes have been made in the formula to increase crit rates before. Still, if this becomes too much, and it very well might scale too drastically for higher levels and lategame maps, here are a few simple tweaks: Make skill 1.5X as important for crit rate instead of 2X. Make luck 2X as important at stopping crit rate. So essentially, if the attacker's skill = the defender's luck, no change. But each point of excess skill now has twice the implications on crit rate. Again, I think this makes both crit and luck more valuable. TL;DR: Make luck, not speed, the primary stat in the evasion formula. Make critical hits more likely for both the player and the enemy, but reduce critical damage. As they say “Crit happens” but now an unplanned crit is more likely to put a player onto the back foot, forcing them to come up with an emergency strat, instead of outright killing a unit. More chaos, but also more control.
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