Okay so I didn’t discharge enough of my thought process in that other post to stop going over it, so here are a bunch more scattered thoughts about Fire Emblem games.
First of all, there is way more complexity in them than you ever need to deal with. You can do these “support” conversations, where if you put certain characters next to each other enough they can talk to each other and boost each others’ status during battle. I pretty much ignored that. Each character has an elemental affinity, which can affect how they work near other characters. I ignored that too.
In a later game (that I’ve seen but not played),
There are a couple of things I did that worked out for me.
- It seems that Fire Emblem games always start you out with a unit that’s really strong; I’ve seen guides call them “pre-promoted” units because they are already of a class that you can promote weaker units to. You never want to rely on these units, for two reasons:
- Even though they can handle whatever enemy you throw them at (early on), they’ll hardly get any experience points for defeating them. This wastes experience points that could have gone to other units.
- There’s not much room for these units to grow over time, and other units have higher potential stats.
- It means that other units don’t have to waste a turn using a vulnerary; they can just go ahead and attack.
- Healing is the only way a healer gets experience points, and by doing this as much as possible, I was able to eventually upgrade him to a magic user so he could fight when necessary.
- Even more importantly, repeated use of a healing staff eventually increased his skill with staves to the point where he could use the really good ones, like long-distance healing and all-team healing. That wouldn’t have happened if I had left healing up to individual units.