Good ideas, IIomen. The good ol' kill enemies = get exp = gain level = gain slight improvements to all stats is tried and true and embedded in RM's DNA, but I think relying on it too much can limit creativity. Giving stat bonuses based on equipment and items is basically what most action/rpg's like Zelda do (Link gets more HP by finding heart pieces and finds stronger weapons that also grant him access to knew areas).
Changing enemy AI based on party set-up is also an interesting idea. Usually in RPGs the player has to pick the right party to execute the best strategy in battle, but in the system you describe it sounds like every party set-up would require it's own strategy since the enemy 's strategy will change. If that kind of intricacy could be designed well, that could intentionally be a lot of fun.
I especially agree that games should offer optional quests throughout the game to improve character stats. I dislike FF12's combat and license system, but I do appreciate the availability of quests, so that if I have to level grind, I can at least have some objective and an optional area to explore, and usually you get an item or equipment out of it too.
I really wish more RPGs had difficulty settings so the player could adjust things like growth curves and enemy encounters to their liking. Sometimes I just want to breeze through a game I've already beaten without having to grind, and sometimes I want to challenge my patience. Does anyone know of any good RPGs with difficulty settings?
QUOTE (IIomenII @ Mar 23 2012, 12:48 PM)

Very interesting ideas here....thought I'd throw another into the mix. This style would require a very intelligent AI system for it is a complicated form of "Hate" or "aggro" the enemies use. The enemies would actually base their tactics around what the players team setup is based on certain factors.
*Fear - The more intimidating the character looked the less likely "Certain" enemies would target them. They would go for a weaker looking opponent. While "Certain" other enemies would target the scariest looking target first due to honor or whatever....
*Intelligence- If your fighting say a skilled opponent, its going to fight you tactically...like target your team in certain order....healer...damage dealers....than the tank.....
I personally don't like the tank healer damage dealer setups that pretty much are the basics of MMORPGS....rather have it that each player has to fight..and keep THEMSELVES alive and only really rely on their team mates to even the odds..
Examples
Warrior has to block attacks with their shield or parry with their 2handed weapons and use their heavy armor to negate attacks...trade off is a steady damage output with now self "Heal" ability and has a timer on how long they can last in a single fight.
Mage has to keep distance between the enemy and themselves....say cast a volley of spells at their target and once their target gets in their face...they turn invisible or something...and have to locate themselves to their next safety spot.....burst damage....low health...limited magic points.....good evasive spells.
Rouge has medium armor....low damage output....but really high evasion...great at fighting other melee types...bad at fighting mages.
the usual right? this were just off the top of my head...sure they could be better fleshed out.
Gaining experience points and "leveling up" would be fun if you could go about it in personalized ways....lets say its quest based...and your quest was to bring back a necklace that the bandit king stole from a lord....thats it
once at the bandit king's hide out you could....
A.) Sneak in undetected....and just steal it from the bandit king and return and get the EXP... longer method of obtaining things but safe
B.) Approach the bandit king and negotiate obtaining the necklace from him either through Trade or intimidation
-Bring the bandit king a dragon skull and he will trade it for the necklace
-"Gimme the necklace or I'll skin you alive.....if your intimidating enough he just might give it too you....or just straight up fight you.
C.) Break down the front door and slaughter everyone till you get the necklace.