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Let's suppose you're playing an RPG with these characteristics:
* The game is party-based. In other words, you have more than one character in the party.
* There exist items that, when used, permanently boost a stat of the character using it. (These items are what I'm calling "stat seeds", though they have taken different forms in various RPGs.)
* Stat seeds are at least rare-ish; in particular, they're not buyable, or if they are, they're priced high enough that they're best treated as a money sink, something to spend your money on when you have no other use for it. They might appear as rare drops or be farmable, but usually you just have the ones you find.
* Stat seeds are not the primary means of getting stronger; some other system (usually XP-based leveling, but I note that SaGa 2 has stat seeds) is used for this.

So, how do you prefer to use stat seeds? Do you give them all to the main character (if there is one), do you spread them out, do you sell them if they're worth a decent amount of money, or are you like me and just hoard them and never use them?
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why not just call them perma stat boosts?

i love em , best part of rpgs is when you boost your champs
i give them to who probably benefits it the most , i bet nobody sell these , if you do the game should delete all saves quit uninstall itself and report you to the mental health agency or something similar

why not use em?:O makes no sense
Post edited October 29, 2021 by Orkhepaj
Depends. If there is a stat cap that can be reached by specialists using that stat by normal progression, I give the boosts to weaker characters that need them most. E.g. constitution boosts to mages. Willpower boosts to warriors.
If there is no cap or the cap is so high that it can't be reached by normal (XP) means, I give the boosts to the characters that can make most use of that stat. I.e. strength boosts to warriors, intelligence boosts to mages.
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Orkhepaj: why not just call them perma stat boosts?
Because "stat seeds" is shorter.

(In case you're wondering, the name comes from Dragon Quest 3, where the items that serve this role are called "seeds", and DQ3 is the first game in the series to include them (DQ1 and DQ2 added them in remakes, but didn't have then originally).
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Orkhepaj: why not just call them perma stat boosts?
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dtgreene: Because "stat seeds" is shorter.

(In case you're wondering, the name comes from Dragon Quest 3, where the items that serve this role are called "seeds", and DQ3 is the first game in the series to include them (DQ1 and DQ2 added them in remakes, but didn't have then originally).
but perma stat boosts is instantly understandable what this topic is all about , short names arent usually the good ones
i bet most game just uses potions
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Orkhepaj: i bet nobody sell these
You haven't watched enough RPG speedruns.

I've seen RPG speedruns where the player will pick up some of them just to sell them.

Also, there's a few games where selling might be a good idea casually:
* In Tactics Ogre: The Knight of Lodis, stat seeds are quite common drops from random battles early in the game, but money is not, so selling them is a good way to get money that early.
* In Stranger of Sword City Revisited, you can find stat ups in chests throughout the game, and they sell for 10,000 gold each. Early on, 10,000 is a huge amount of money, so it might be a reasonable idea, and you can buy it back for 100,000 later (though, admittedly, 100,000 is a sizeable chunk of money even late game).
well speedruns are not normal player or gameplay , they use all kind of exploits ive only watched doom where a guy uses wallrun which is just programming error in the game
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Orkhepaj: well speedruns are not normal player or gameplay , they use all kind of exploits ive only watched doom where a guy uses wallrun which is just programming error in the game
Agree. In normal gameplay, I use the perma stat boosts as intended - to permanently increase the stats of my character.
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dtgreene: Because "stat seeds" is shorter.
I'm with Orkhepaj on this. Perma (or permanent) stat boosts is a term that instantly has a clear meaning to users. Stat seeds... doesn't. Any benefit from typing fewer characters is eaten up by the fact that everyone has to read the explanation in post one to know what you're talking about.
1 - I tend to prefer games not have them, or have exceedingly few of them where they're not game-changing.
2 - It's terrible when they are missable [or generally "thou shalt use thine guide to get thy beste experience"] and high-impact/importance. (Like Chrono Trigger's [highly overrated game] "tabs".)
3 - If the game has a speed stat, I definitely focus those on one character as much as reasonable. This is because games with a speed stat often degenerate around that stat.
4 - Offensive ones I tend to put on already strong characters.
5 - Defensive ones I tend to put on weaker (though not necessarily weakest, sometimes they're unredeemable) characters.
6 - I absolutely hate it when they're farmable (which always tends to mean a rare random drop). It completely changes the late game for the worse if this exists in the game. (A game where you get one every battle of the game, each one is small, and you need a lot through the game basically would be a way to do completely character-driven development and could work.)
7 - Stat seeds is an appropriate name for these, at least with jRPGs; it's a name used various games.
Post edited October 29, 2021 by mqstout
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mqstout: 3 - If the game has a speed stat, I definitely focus those on one character as much as reasonable. This is because games with a speed stat often degenerate around that stat.
This is only of critical importance when speed affects the number of turns you get in a given amount of game time (like in Final Fantasy 10), and not when it simply affects your combat initiative.

In games where agility affects combat initiative, I find that it works best to give it to a healer, or perhaps a status ailment specialist (provided such effects are useful in the game, as too often they aren't), unless I deliberately want a slow healer. (Slow healers work best if the game has cheap multi-target healing available, or at least some way to avoid having to commit to a target at the start of the round.)

(Incidentally, I don't like it when high speed characters get extra turns, as it makes the stat too important; it's one of the issues I have with Lords of Xulima, for example. Also, note that in games where you have to act in order to get any XP or stat increases, slower characters end up with worse stats than faster characters.)
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mqstout: 1 - I tend to prefer games not have them, or have exceedingly few of them where they're not game-changing.
[...]
6 - I absolutely hate it when they're farmable (which always tends to mean a rare random drop). It completely changes the late game for the worse if this exists in the game. (A game where you get one every battle of the game, each one is small, and you need a lot through the game basically would be a way to do completely character-driven development and could work.)
SaGa 1 (Final Fantasy Legend) is an interesting example here:
* The stat boost items are buyable, right from the start of the game, and are cheap. For 300 kero, you can give a human at least +2 to STR or AGI. (First world enemies give 40 kero each, and late game enemies 2000 or 2400 each.)
* These items are the *only* way to boost a human's stats (except for the occasional piece of armor that provides +10 to a stat, and except for defense (armor provides this) or magic power (can't be raised for humans). Also, note that these items only work on humans; espers (mutants in FFL) and monsters have their own rules for stat increases.
Post edited October 29, 2021 by dtgreene
I generally tend to hoard points to be flexible when the going gets tough, unless I can see an immediate, significant and very tempting effect in spending them, or I'm 100% sure of the direction I want to go in and everything else doesn't make any sense.

That being said, if there is a main character and they can make use of the points, I'd give them priority. If it's something the main character has no use for (e.g. stats related to magic for a melee fighter), I'd also consider giving the points to group members who would benefit from them.

I have bad experience with letting non-PC party members learn unique spells though. Did that in Vampire The Masquerade: Redemption, because I thought it would be nice - shortly after, the character left the group and the following boss battle turned out to be near impossible without that spell. But apparently that's not what you mean.
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Leroux: I have bad experience with letting non-PC party members learn unique spells though. Did that in Vampire The Masquerade: Redemption, because I thought it would be nice - shortly after, the character left the group and the following boss battle turned out to be near impossible without that spell. But apparently that's not what you mean.
I've had an experience where I gave all the stat seeds to the main character, only for him to leave the party later in the game.
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Leroux: I have bad experience with letting non-PC party members learn unique spells though. Did that in Vampire The Masquerade: Redemption, because I thought it would be nice - shortly after, the character left the group and the following boss battle turned out to be near impossible without that spell. But apparently that's not what you mean.
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dtgreene: I've had an experience where I gave all the stat seeds to the main character, only for him to leave the party later in the game.
hah is that a japan game? they love that thing
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Orkhepaj: why not just call them perma stat boosts?
Hmmm i'm reminded of playing FF8 not that long ago, a couple years i think before i moved, and i had a save editor. With the editor i could see the 'visual' stats as well as hidden stats including the large permaboots. Those boosts you'd normally only get when leveling with certain GF or skills activated, which is kinda stupid. Boosting them all to 100 made the game a LOT faster, lot easier and a lot more fun. No getting 'you draw 1 fire' no you draw 9 fire every time from that point.
I literally hold on to them the entire game long sometimes thinking, "I don't wanna use it now. I may need it." Lately I have tried to make an effort to use them if I acquire them because otherwise I just would not ever get around to activating them.