kohlrak: of course, which you'll notice in my previous responses the big picture is how it works with the team. However, the simplest way to balance is to do simulated 1v1 runs. If your mage is loosing to your tank, it's off balance.
dtgreene: I don't see the problem in a fighter being easily able to beat a mage 1v1 if a party of 6 mages can easily beat a group of 396 berserkers that a party of fighters would have trouble with.
Also, don't forget the possibility of mage tanks. You could, for example, have a class or build that's capable of such powerful protective spells that such a character can go into the front ranks and tank hits as well as, or better, than a fighter decked in full plate armor. And yes, it's possible to balance this.
You're too focused on variations of classes when we're having issues with companies struggling with basic class forms. A mage tank plays like a melee tank, except they accomplish the same thing with magic instead of armor. Get the base classes right first and worry about variants later.
It needs to be worth saying that the human player countering their class weakness should be achieved by playing your class like the one that has advantage. For example, i've seen an excelent video where a human solos (well, aside from the mandatory AI guests that go down quickly) a difficult mission (the one that most people first loose in that game to realize how hard it can be) in Final Fantasy Tactics while underleveled using a ranger. His trick was to immediately deal with the Knights by playing his ranger like a mage, the rest he played normally.
Then again, there's the fact that tanking isn't necessarily an optimal strategy. For example, if burst single-target damage isn't too much of an issue, and multi-target healing is readily available and more efficient than single-target healing, then tanking isn't as good of a strategy. Or, if a tank build isn't capable of surviving being focused down by large groups of enemies, one tank is not going to be enough to keep other characters alive. I could also mention something like Disgaea's combo system; if you try to have one character take all the hits (and the level difference isn't too big; in particular, this means you and the enemies are probably still at double-digit levels), then enemies will combo your character, and combos can easily get past defense.
Tanking is pretty effective against a ranger and reasonably so. The idea is the tank will progress on the ranger who can't aim, do full pull, and keep distance at the same time. Eventually the tank will catch the ranger and it's game over for the ranger. Ranger is effectively the "tank magic damage instead" or "avoid." This goes back to how dex-class varies per game. Sometimes it's a ranger, sometimes it's a thief, etc. Either way, they focus on targeting one target and hopefully getting a high damage "snipe shot" in. Mages hit a number of targets or a single target while staying just out of range. Tank just progresses on the target like it doesn't even hurt. I think this gets ignored because rangers are becoming rarer encounters in games compared to before (or at least it seems that way).
In a party, the idea is the white mage keeps the tank alive while the mages do the real work and the tank bodies the damage. You see this played out really, really well in MMOs. In Final Fantasy tactics, i usually use tanks and 1 ranger and 1 or 2 mages (both which have white magic as secondary) for this very reason. It's very effective
kohlrak: The thing about it is, you need to build RPGs with multiplayer in mind, even if it's never your intent. RPGs are cimpetitive in nature, and if you don't find that balance you'll find your customer base complaining that "the only viable clsss is the tank class" (becaue it's always the tank for some reason).
I disagree.
Also, keep in mind that tanks usually don't have multi-target damage capabilities. (Of course, then I think of SaGa 2, where you can hit a group of enemies with a weapon that's literally a tank, and which acts as a shield at the same time.)
This is what makes the 1v1 test hard to use. On the flip side, having single-target vs multi-target versions of spells helps the balance. Teset with single target versions and multi-target versions just spreadt he damage over like a blanket.
kohlrak: I agree that your red mages aso get wiped rather easily.
Except that Red Mages can wear better armor than White Mages (FF3's Devouts are basically advanced White Mages who focus on higher level spells), along with a shield (which doesn't hinder spell casting, but in FF3 you can't dual wield while using a shield, and in 3D FF3 that's a major loss in physical damage, though at least changing equipment doesn't use a turn), and therefore are less likely to die from enemy attacks.
until you see tht the white mage uses spells to make up for armor (back to your mage tank, since that's what a white mage is).
kohlrak: To have any challenge at all, excessive rounding should result in punishment. For example, looking at the TES system: if you're levelingu p every skill equally, the drauger should be training.
dtgreene: I'd disagree, and in particular for games that use skill point systems, or D&D 3e-style multclassing, the inherent drawbacks of spending your skill points or levels too thin are enough to make balanced characters not really viable.
I can think of one game, Quest 64, that actually, in a way, rewards creating a balanced character. Focusing on particular elements can give you powerful spells (like Avalance and Magic Barrier, the latter of which is arguably game-breaking) sooner, and make your spells of that element do more damage/healing, but there's an interesting mechanic that helps balanced characters: Your physical attack damage is higher if your spirits are balanced than if they're not. In other words, if you want to focus on staff damage, the idea is to maybe get the staff damage spells from Fire, but then balance your spirits. (Worth noting that, for balanced builds, staff attacks tend to outdamage spells. Then again, I note that this is a low-attrition game, since the most powerful spells cost only 3 MP, MP regenerates by walking around, and hitting an enemy with your staff restores 1 MP.)
A fully balanced character should not be viable. That doesn't mean you can't have balance, but if you're fully balancing all skills, you don't specialize in anything, and you're not taking on a real role: which defeats the whole purpose. But a good "red mage" would have some basic phyiscal armor, use white magic to become the tank that they are, pick one physical weapon to be good with, and some black magic for when hugging the enemy isn't a good idea. In particular, the red mage should have most difficulty with mobs of enemies, while being versatile against any solo boss, but they will still ultimately still employ the mage strategy (oddly enough, this is your Geralt or codevein mages).
I used to think about the jack-of-all-trades hero before, but even they need a supportive team and should need that supportive team. Even if that team is only 1 other person, there should be a team. This is where modern RPGs are breaking, because everyone's the hero of the day, not a cohesive team, and they're not balanced right for it, either. Oddly enough, as much as i hate MMOs, they're doing better at this.