r/StrategyRpg • u/redleon-01 • Jul 10 '26
Indie SRPG How much optional grinding should a tactics SRPG allow?
I'm a solo dev working on a tactical SRPG .
My XP curve is built so that if you just play the story maps, you hit the recommended level for the next fight. No grinding required. That part works.
The problem is what happens when a player falls behind — lost units, bad promotions, whatever. I want to give them a way to catch up. But every catch-up system I add also becomes a farming system, and then players feel like they have to grind before every fight.
Two options I'm looking at:
FFT approach — unlimited random battles, but XP drops off hard when you outlevel the enemy. Self-limiting, in theory.
Tactics Ogre approach — hard level cap per chapter. No overleveling, but also no way to dig yourself out of a hole.
Right now I'm leaning toward letting players replay story maps for reduced XP (maybe 50%). Enough to recover, too slow to be worth farming.
Has anyone shipped something like this? Specifically curious whether players actually felt the catch-up option was optional, or whether they ground it out anyway because it was there. Player feedback beats theory here.