First off, I just want to say that until something is discussed seriously in the topic I don't think it deserves much consideration. Obviously referring to the support idea here. It's cool that there was some chat discussion but it can't really be responded to now by those who weren't there, so if you want to take any ideas OUT of that discussion, put them forward here so they can be debated!
Second of all I've been 90% distracted from the switching debate, it's all about movement range, baby!
That's what it's like in G3. That seemed to be the direction we were all hoping for when the topic started - G3-style gameplay, but more refined. And note that 4 move on a double-ring hex grid is only travelling along the diameter. With obstacles and enemies in the way, PCs still can't move -everywhere-, it just takes the emphasis off the 'limited by movement!' aspect.
G3 doesn't let you move nearly everywhere. It -does- have a lot of infinite range stuff (it errs on the side of having too much IMO), but if you want to melee an enemy across the field, you just -can't- (barring warp movement), and if you want to melee one halfway across the field, you can (maybe, depends on MOV) but it takes a notable amount of time to get there. Since our movement is presumably going to be instantaneous, we lack even that balancer.
4 move leaves almost nothing that can't be reached. Let's say there's an enemy in one corner, and my melee attacker, in the opposite corner, wants to reach him. Even if there's an enemy or obstacle directly in between them, he can take four steps, go around the obstacle, and reach the enemy and attack. It would literally take 3 different enemies/obstacles standing in a row together to prevent my melee attacker, who is
as far away as possible, from reaching the enemy. If my melee attacker isn't in the opposite corner, but one hex beside it (also on the back wall), then even this defence isn't possible short of entirely surrounding either the attacker or the target. I suggest you draw out a 19-hex grid so you can appreciate how small it actually is, 4 move is basically unlimited in all but very rare situations.
Finally, why wouldn't you have characters with varying Move stats in this system? (Note that I'm not opposed to some freak with 4 move.) Awesome way to vary characters. (Also, Grandia 3 did it, since you're fond of bringing it up. <_<)
It's not really a 'pseudo' SRPG, then, is it?
With only 19 hexes? Note that the average XF map probably has over 10 times that. The smallest FFT maps I can think of have around 100 panels. etc. This is very much a psuedo-SRPG, not a full SRPG. It has a tiny map, but allows multiple people in each panel to make up for it. It has few obstacles. The emphasis is not at all on terrain (I don't think we've even discussed terrain bonuses/penalties, something every SRPG has!). The game isn't about the map, the way a SRPG is. But it does steal some SRPG ideas because they're a cool way to reflect things like attack ranges, protecting PCs (without relying on an inelegant back row), etc.
Having movement as a limiting feature means that the player ends up spending turns where they are just positioning themselves
Not really. With 2 move you can almost always reach someone, just not everyone. With 1 move... well, I'm fine if 1 move is only for the notably immobile, but even then... you'll start them in the front so they're 1 move away from being able to attack any other enemy in the inner ring, and even if that's not an option, depending on thow he PC is balanced and plays she may be able to do something with that positioning turn, like buff her attack, or provoke an enemy from long range, or use her backup long range magic/crossbow/etc. I think we're really missing out on a lot of interesting character design by getting rid of limited movement, if these examples aren't making clear. ^_^
Well, the character-switching isn't meant to be a major feature.
Honestly if ~3 yea voters give me the assurance that, indeed, we will reserve switching for "oh shit, I brought the wrong party / support for this" and it carries a non-trivial cost to use (at least half a turn or something equivalent) then I am pretty much fine with it and will change my vote.
EDIT: Ninja posts. Will digest later, one thing to add now!
WA4/5 - Mini SRPGs. It's notable that I hated fighting randoms in these games and avoided it at all cost.
There is a great gap in our values and we will duel to the death at dawn.