Original Post
I'm doing a 2d action rpg; most of my inspiration comes from the newer 2d Castlevanias(SOTN). I'm trying to make sure the game mechanics allow for a robust and rich variety of actions. It occurred to me that non-damaging actions can get you past monsters or guards just fine but they aren't traditionally rewarded. One can cause pain or illusion to make monsters flee, use a distraction, sneak past, run past, trap or hinder the monsters temporarily, or any number of skills, but generally games of this type only give rewards of bigger stats for killing bigger and bigger things. I still prefer slashing and casting but these non-damaging skills and spells have their place in combat and I think they should "realistically" cost much much less than direct damage(compare the energy required to singe somebody's eyebrows vs sending a fireball up their ***). So the question is how can I dole out stat/level increases(player rewards) for surviving the game, regardless of how players choose to do so? I have some vague notion of tracking "defeats" rather than just kills, but it isn't entirely clear how to do that sort of thing(it's such an odd thing to realize there's a huge gaping hole in a genre you love). Ultimately, it is a matter of player progression. Typically, for the optimum challenge of progressing past a particular boss there is an implied function that maps player skill level to a necessary character level. Fall off that function and lower skill players quit because it's too hard and higher skill players quit because it's too easy. I'd say abandon stat leveling altogether but I like watching my character progress and if I did abandon stat leveling it becomes less an 'rpg' and more of an action game with a wide assortment of upgradeable equipment and weapons. Though Ratchet and Clank is popular, I only own one of theirs but all six rpg-ish Castlevanias. I'm not sure how to fit this in but a popular feature among more hardcore fans of Portrait of Ruin was to use Level Caps on subsequent playthroughs. That still implies leveling up is a part of the game though. Another, broader question, how does one balance grinding? If it takes too long, they stop, if it's too short, they do nothing but grind and make the game too easy.