Growth Rates are a huge point of contention for me in Fire Emblem. On one hand, the amount of variance and possibility that exists in how growths will play out can create unique and interesting units that can possibly be strong in a weaker point, or weak in a stronger point. However, there is always the possibility that growth turnouts can result in no stats gained. To an extreme, it creates the possibility for units that do not improve whatsoever. This itself, is a huge design issue that must be resolved.
How to do it?
The easiest answer: Increase Growth Rate values as a whole
- While easy and simple for an answer to the problem, it pushes back the core problem to a less likely to happen point, which can be beneficial, but increasing the Growth Rates and doing nothing else create other issues (literally all of RD Greil Mercenaries)
The PoR Fixed Mode answer: Level Ups decided by Growth Points rather than Growth Rates
- This addresses the RNG factor of Growth Rates directly, and rather efficiently so. (Even if PoR’s example was rather complex and convoluted) However it misses one of the key points for Growth Rates. Unit Varience. In a system like this, most units in the game will almost never stray from their average stats, which reduces playability, and again: Misses on the fun factor of Growth Rates.
My answer: Combine the Fixed Mode system and the Growth Rates into one system.
- How this would work is that the Fixed Mode system would largely determine how a unit will turn out, making sure they get slightly below their average stats. After the game calculates the Growth Points, they game will now calculate Growth Rates with the RNG. Growth Rates will be lower as a result, where originally 75% growths are changed to things like 20-30%, with Growth Scales of 45-25%.
Character A has a Growth Scale in Spd of 35. He Levels Up.
He gains 45 Growth Points of Spd, and if his Growth Points go over 100, subtract 100 and gain a point of Spd, with a 15% chance to gain another point of Spd.
Extreme, yes. Effective? Most certainly. This ensures that the unit will never be screwed out completely on speed, but also means that they have chances to gain more speed than they normally would.
While I think this Growth System can seriously be a good way to balance out Fire Emblem in general, there are some other suggestions that other people want to put in, I know it. So GO AHEAD PEOPLE, put em’ in, I’d like to see your ideas!
EDIT: Better Example