Hmm... musings on how I see the random encounters.
Unless someone has any breakthrough ideas, I'm guessing the majority of enemies will fall into one of 3 categories: Antagonistic humans, Wildlife, Magically-Distorted Monsters.
Universally-usable 'medicine'-type items can exist, but they are very rare drops, and players should only use them in emergencies (we should balance the game around them not existing, and likewise, they should rarely exist and be a nice reward for a player should they get one). No storebought elixirs or what-have-you. And I imagine on humans would be carrying medicine. Drinking Hydra Humour straight from a Hydra doesn't sound like a smart idea, so I'm applying this logic to all wildlife randoms.
Now, Wildlife and Magically-distorted Monsters can drop other useful, though not universal 'items'. Perhaps for any Alchemist-type characters (REALLY LEANING TOWARDS THIS WITH EIRWEN) that use these items -as- their resources, and aren't using MP/Cooldown/Limits. Similarly, the Magic-Distorts might drop magically-infused items that only itemcasters (low-level Tactile mages) can utilize. These might be infinite-use, but have low effects. (Or perhaps multiple-use, but with a Break counter, a la FE weapons.)
I'm personally leaning towards Randoms being the main method for getting 'EXP', and that EXP is only for increasing stats. I personally like the CC method of "Each fight is a small stat boost" rather than the "Get a bunch of EXP, SUDDENLY A LEVEL! YOU'RE AWESOME!" method that normal games use. Since 'Randoms' are limited (at least until the last chapter?), there's not a lot of room/need for power-levelling and every fight you decide to do matters.
All characters on the active party roster have an equal chance of gaining stats, regardless of being in the in-battle party or not. To be clear, I'm not recommending that PCs we haven't met yet or PCs that have left and gone halfway around the world are getting EXP for another party's battles. I'm just talking about people in 'reserve' sharing EXP with the in-battle party.
I'm still pushing for each character to gain skills differently. I imagine we could have a few characters gain -some- skills through levelling, just to help ensure some balance, but for the most part, I'd like to see some different methods here.
For an example, using Eirwen since I brought her up already... I'm thinking use the Alchemist method. Crib it directly from the Gust games. It's interesting and it works. Since she's specifically a cook, you could make all of her skills Food-based. Perhaps she has to gather various ingrediants from wildlife, including things like Magical Pork to make Magical Potroast, which increases the ATK of all allies in range. Similarly, Enchanting Icecream Dream might be a sleep spell. But she has to gather Ice, Milk, and Magic Rock Salt to learn/make it (and it consumes a Magic Rock Salt every time she casts the skill).
Pulling from Shadow Hearts, I'm all about having a few sidequest mini-bosses a la Blanca's Duels, a Form-powerup system like Yuri's fusions, a few 'collect the key items' quests like Gepetto/Karin/Lucia (though each of those is implemented differently... Gepetto can switch his key items around for different effects, Karin just learns new skills on a list, and Lucia has to mix and match key items for different effects).
Pulling from SaGa, some characters can learn skills at random based on what equipment they are currently using. Pulling from several different series (Tales, FF9, etc), some characters can learn abilities after using a certain item for a length of time. Pulling from DQ8, perhaps certain characters have different skill trees all their own, and they can mix and match them by using different weapons. Pulling from Grandia, some characters can learn/upgrade abilities by using them multiple times. Still Grandia, though slightly altered, perhaps by raising affinities (with EXP/creative weapon equipping/items/buffs), a PC can learn an ability by getting a stat to break a certain threshhold, even temporarily (Epiphany learning, if you will).
Pulling from FF, we can have Blue Mage-style learning. Pulling from FE/Suikoden, we can have a PC who doesn't actually -learn- skills, but has unique abilities/stats depending on what weapon/accessory/'Rune' they equip, but they can't equip everything at once. Pulling from BoF3, maybe one character is a total lecture-learner, and they learn skills by spending time away from the party for short periods of time with various mentors across the Islands. Pulling from Suiko4, perhaps some characters can learn combo moves from being in battle with certain PCs for extended periods of time (or perhaps one PC learns -all- his moves by copying others and being in battle with them for extended periods of time).
If there's anyone who thinks we can't find over 20 methods of skill-learning/implementation, then I'm more than happy to continue listing options, but I'm guessing there might be a few more original ideas floating around our collective gameplay-loving minds.
I'd like some input on what type of learning style you guys think suits our current PC Roster.
Noemi - Some starting spells, some plot-given, a few EXP-given. Primarily skill-tree-based learning. As she uses different spell elements, she gains more related spells. I see her as a dagger-wielding type, but she could know how to use a few simple weapon-types (maybe just 2?) and each could have some related techniques. Since she's the main, I'd like to see her have a combination of Cooldown and Limit-break moves. Leaning mostly Cooldown types, with only one or two Limits that are built up by dealing damage (rather than taking it, so she's not a good damage sponge). The Limits are possibly learned through Epiphany-style stat-threshhold breaking. High speed/movement.
Mirek - Former guardian, so his skills are mostly physical-based. A lot of starting skills, mostly Limit-style, based on amount of damage taken (each skill builds up a separate bar for him, so he can save up for a large burst of successive power skills). A few passive skills learned through sidequest-type stuff (I'm thinking since he's pretty reactive to the Disquiet, that he learns passive skills just by going to certain locations... or perhaps by going to a certain locale and spending enough time there to solve a puzzle or something and he naturally picks up a new ability, without even really realizing it himself). Average movement/high speed.
Isolde - Seeing her more and more as some kind of Tactile mage. She focuses her power through touching an opponent (and then perhaps that casts an explosion spell from point-blank range?). Learns Blue-Mage style. She'll get attacked by an enemy mage or magic-distort random/boss and pick up the skill, though the range would end up being point-blank when she uses it. Not a ranged fighter with magic. If she needs some kind of range, she's using spear/halberd abilities. Weapon abilities for her would be few and cooldown-style, while her magic is just normal MP (I guess you could do Suiko-style charge levels, but I'm leaning against it since she already has range issues as a drawback). Charge times should match the enemy's. Thinking she can learn around 10-15 abilities through Blue Magic. She starts with some 'Earth' magic. High movement/average speed.
Erastus - Aural mage. Thinking he's big on AoE stuff. Lots of smash. Erastus is amazing, he's normally not limited by resources (lots of MP), but his Sound-based magic takes a lot of time to cast for big damage. His support-stuff can work like FFX2 Songstress skills - as long as he's chanting, the effect is in place, but he can't do anything else. Later on, there may be some skills where this isn't true and he CAN in fact be double-chanting two effects... maybe after he learns a passive ability to do so... DoubleSpeak, or what-have-you... he IS awesome after all. Since he's a skilled Vision mage too, he might be able to do both. Thinking he learns skills through using different Tomes/Tools. Low movement/speed.
On Elements...
I think there should be -some- kind of Elemental system in place. I know others have had ideas about this. I'm just gonna list the stuff we normally see in RPGs and we can decide what we'd like to use.
Unified list of Elements
Basic:
Physical
Magical
Healing (SMT Dia, PS Res, FF Cure)
Fire (SMT Agi, PS Foi, DQ Frizz/Sizz, Grandia Burn, GS Mars Djinn)
Water (SMT Aques)
Wind (SMT Garu, DQ Whoosh, Grandia Howl)
Earth (SMT Tera, GS Venus Djinn)
Thunder (SMT Zio, PS Tsu, DQ/Grandia Zap)
Ice (SMT Bufu, DQ/Grandia Crackle)
Light
Dark
Non-Elemental
Rare:
Almighty (SMT)
Poison
Gravity (FF, PS Gra)
Time/Space (SaGa)
Status
Instant Death
Expel (Suiko Eject)
Drain (Vacuum in SO2)
Void (SO2, similar to Non-Elemental)
Grass
Steel
Psychic
Flying (PKMN, Lufia2, FE, FFs Float)
Ground
Insect
Star (SO2, S5)
Sun (S5)
Moon (S5, SoM, SD3)
Force (DDS Wind/Zan, PS4 Wind)
Sound (S5)
Slash (SMT, ToP)
Pierce (SMT, ToP Stab, DDS Bullet)
Strike (SMT)
Hunt (SMT)
Jump (SMRPG)
Realm, Mind, Rune, Arcane, Life, Mystic, Evil (SaGa conglomeration)
Combinations:
Water/Ice (common, Blue in CC, Wat in PS, Mercury Djinn in GS)
Water/Healing (common, Heal in Grandia, Wish/Ply in GS)
Water/Light (Ocean in ToL)
Wind/Thunder (common, Jupiter Djinn in GS)
Fire/Wind/Thunder (Anima in FE)
Fire/Earth (Explosion in Grandia, ~Red in CC)
Fire/Thunder (Red in Brig)
Earth/Water (Forest in Grandia)
Earth/Thunder (Yellow in CC)
Wind/Grass (Green in CC)
Light/Instant Death (Hama in SMT)
Dark/Instant Death (Mudo in SMT)
I'm mostly chiming in on resources because I think the other stats Andy listed are pretty obviously going to have a place in our game.