I'm torn between two radically different schools of RPG number design: the Disgaea school where you might as well forget about the stat cap, being on a endless quest to get the highest numbers while there's always higher numbers to get... but at the same time, you can always get better and will never be at a point where everything caps out and your EXP is wasted, However, late in these games, number differences between you and your enemies tend to be so extreme strategy more or less stops mattering, and either side completely rolls over the other. the Paper Mario / XCOM school where hitpoints are in the single digits and a damage of 1 point never stops being significant, and you can do all the damage calculations in your head when deciding what action to do. However, it's hard to provide meaningful steady progression in these games, since 1 point means so much... they need to be handed out very sparingly. And then there's games somewhere in between, like Fire Emblem Awakening that uses a simple ATK - DEF formula and numbers capped at 80 or below, which I feel can suffer from the drawbacks of both methods sometimes. So... is there a way to combine these two radically different approaches to RPG stats and get the good parts of both while avoiding also getting the drawbacks of both? Or a good way to combat the reliance on numbers in the Disgaea school, or a good way to dole out stready progression in the Paper Mario school? Curious to see what ideas you guys have on this. Some of the stuff I've brainstormed so far: Disgaea school: have action commands that, if successful, guarantees a certain level of success no matter stat difference, allowing you to survive even against enemies that would oneshot you (or allowing you to mess up fighting trivial enemies if you slack off too hard). You can ignore stats if you're good enough on the action command minigames, but the stakes get higher the more you are behind. Paper Mario school: introduce decimals to stats, so you can have more gradual growth. Paper Mario school: have a skillpoint system that lets you do miscellaneous growth stuff (new skills, new stat points), and the skillpoints may enter much higher number ranges than the primary stats to allow for that granularity.