What's a mechanic in turn based combat that you LOVE but you pretty much never see?

What's a mechanic in turn based combat that you LOVE but you pretty much never see?
>Party member can give up their move to let another member go twice that turn

>Class has skills that can heal MP

On a related note
>dealing MP damage

FUCK YOU MAGIC IS DUMB

>Class has extremely high dodge rates and rarely ever gets hit unless it's by undodgeable attacks

>speed stat over a certain threshold starts to make it possible for healing magic to miss so if they get hit and they're too fast they can't be healed

...

That's a stupid mechanic. You would just end up giving all your turns to one character.

>speed stat over a certain threshold starts to make it possible for healing magic to miss so if they get hit and they're too fast they can't be healed

Pretty much what happens in valkyria chronicles. But they had small number of units and cover mechanics iirc so you’d want to at least move your whole squad up so you don’t get steamrolled next turn

Name 1 (ONE) game

>Boss monsters are immune to ailments if a party member casts it but can be hit by them from summons

Just fucking everything in Bravely Default. Best RPG I've ever played.

Why would they dodge a heal spell?

>Poison and other status ailments are actually good
>party combo spells (or really any party synergy)
>enemies having specific weaknesses/resistance to individual status ailments instead of resisting them all equally
>Defend ability having some sort of utility (recovering MP/HP, storing extra turns, etc)
>actual summoning mechanics (i.e. summons are not just Black Magic+, actual entities that do stuff)

>class specializing in status effects has a learnable attack that inflicts a unique status effect
>if an enemy is affected by it, any further status inflictions will instead increase a counter on the enemy
>after a number of turns, the enemy takes big damage based on how high the counter is, and if you get to a certain number, that class can also do a hugely damaging attack until it wears off

Being able to run around as soon as the enemy attacks. Loved that in Quest 64. Most of the attacks were homing or big aoe, but being able to avoid taking any damage against a certain type of attack was awesome. It was turn-based but you were allowed to move right after the enemy's attack began.

Also being able to train your stats out of combat. In Quest 64, running, then quickly changing directions trained your agility, and you could gain experience and level it up no matter where you were, in combat or out of combat. You can just run and turn and run and turn and you could level it up. Agility in this game increases the enemy's chances of getting a miss when they go to attack you. It also increases your combat speed so you can attack first round if you're faster than the enemy's agility points.

What the fuck are you talking aboutM

Hexer or War Magus?

you called?

spell charges instead of mp

I had Rogue in mind. Also
>can go into hiding, making every attack potentially a sneak attack that works like a crit with like 80% chance at max level, and only comes out of hiding if hit by something
>every class has a react ability that gives them extra turns for fulfilling conditions, Rogue's activates on successful sneak attacks, while Princess's activates whenever someone else gets one
>works on bonus turns too so they can string together extra turns over and over again to kill everything
I should get back to this game. It's great and I wanted to play the later games too.

> (OP)
>>Class has extremely high dodge rates and rarely ever gets hit unless it's by undodgeable attacks
>
>>speed stat over a certain threshold starts to make it possible for healing magic to miss so if they get hit and they're too fast they can't be healed

One of the most frustrating things in Disgaea for sure. I think it was fixed in the 2nd and past games, but it was still very annoying trying to heal a ninja.