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I've been thinking of SaGa 3 lately, and I remember one quirk of the remake (which also happens to be true of SaGa 2): Melee attacks, specifically those that depend on the strength stat, aren't that great. This is despite the fact that:
* Of the 10 weapon skills, 5 are for strength based weapons, while agility based weapons get only 2, the other 3 being fixed damage weapons.
* Furthermore, if we exclude monsters, we find that 2 of the races are focused on strength based attacks; agility, magic, and fixed damage get only 1 race each.
* Later in the game, you find some legendary weapons. There are 4 of them, all of them use strength, and all of them do extra damage to endgame bosses.

Yet, despite all that, strength based weapons aren't even that good in this game, as both martial arts (which use agility) and magic end up doing more damage in practice, and are easier to get to that level. (Fixed damage attacks, unfortunately, aren't that good in SaGa 3 remake, which is a shame because of how they were such a nice option in SaGa 2.)

There's some other games where we see this sort of thing. For example, in the Pathfinder games, from what I understand, if you want a character with a high AC, the closest the games have to a proper defense stat, the best option is to *not* wear armor, but instead be a robe wearing monk with the help of mage armor or bracers. Or Final Fantasy 2, where armor has such a severe drawback that you're better off not wearing any.

One odd case is SaGa Frontier 2. Physical attacks aren't worthless, as they can outdamage spells, but you need to conserve physical attacks, whereas you don;t need to conserve spells. (Notice that this is the opposite to what you'd normally expect.)

So, what do you think of games that are like this? Also, any other examples?
Then you have the games were the good options are hidden until later in the game. Blasters in later Might & Magic titles come to mind, which overshadow most regular weapon types.

Resource management can be tied into how viable certain options are too. Being a pure gunslinger or explosive expert in Arcanum can be a struggle the first time around, until you figure out ways to recoup healthy amounts of ammunition. Loss of durability can affect how good equipment-intensive archetypes feel compared to magic users.

I don't like min-maxing so I usually don't pay any attention to how good various options are. I have to play RPGs by first creating a mental image of what my character or party are going to become, and then try to achieve that image as closely as possible.
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Xzaril: Then you have the games were the good options are hidden until later in the game. Blasters in later Might & Magic titles come to mind, which overshadow most regular weapon types.

Resource management can be tied into how viable certain options are too. Being a pure gunslinger or explosive expert in Arcanum can be a struggle the first time around, until you figure out ways to recoup healthy amounts of ammunition. Loss of durability can affect how good equipment-intensive archetypes feel compared to magic users.

I don't like min-maxing so I usually don't pay any attention to how good various options are. I have to play RPGs by first creating a mental image of what my character or party are going to become, and then try to achieve that image as closely as possible.
Blasters don't make other weapon types non-viable due to the fact that they don't show up until later; you still have to get to that point, and other weapon types are still useful at that point.

Interestingly enough, the SaGa 3 remake has a similar situation. Each elemental magic skill has its own skill level; however, there's one magic skill for "ancient" or "lost" magic. ("lost" is the term used in the English version of the original for these spells, but note that the remake completely changed the game.) By the time you get these spellbooks, you have skill in elemental spells but not lost magic, yet lost magic is so powerful that it overshadows other magic types. When I play the SaGa 3 remake, I end up having my caster(s) hold back and not use these spells so that other characters have a chance to act and get stat bonuses; otherwise, the battle will be over in one cast, unless it's a chain (stack) battle or a boss fight.

Funny that you mention resource management and durability. In SaGa 1, 2, and 3 remake, weapon durability is a thing, and it applies to spellbooks as well. Thing is, often the spellbooks are cheaper than your weapons, and therefore magic is the cheaper option. (Exceptions include SaGa 2 robots, who auto-repair their equipment on rest, and SaGa 2 humans, for whom magic is more expensive early game (but not later on.) SaGa Frontier 2 is also a bit odd; weapons have durability (but not all of them), while spells do not (in party battles; duels are different), but you also have WP for weapon arts, which is harder to restore than SP for spell arts.