-Turn-based; don't punish me for taking time to navigate menus and read descriptions
-Party of 3-5, who can freely multiclass or otherwise take on more than 1 [scribed or chosen] single role
-Items, health, mana, and death-states that are reimbursed [partially or wholly] after every battle (to keep your party's livelihood from being 100% tied to your healer's mana pool)
-Every battle must be very challenging, so that you don't ever feel inclined to ration your strong items and abilities
-Bosses that aren't totally resistant to debuffs; debuffs are worthless against weak enemies, and don't work against most strong enemies, so what's the point of ever using them?
-If basic attack commands are present, then implement some kind of engaging trial for each command to keep battles from simply being ATTACK ATTACK ATTACK ATTACK
-Party of 3-5, who can freely multiclass or otherwise take on more than 1 [scribed or chosen] single role
-Items, health, mana, and death-states that are reimbursed [partially or wholly] after every battle (to keep your party's livelihood from being 100% tied to your healer's mana pool)
-Every battle must be very challenging, so that you don't ever feel inclined to ration your strong items and abilities
-Bosses that aren't totally resistant to debuffs; debuffs are worthless against weak enemies, and don't work against most strong enemies, so what's the point of ever using them?
-If basic attack commands are present, then implement some kind of engaging trial for each command to keep battles from simply being ATTACK ATTACK ATTACK ATTACK