>>15200321
>is there a different and more intelligent way to design exp collecting other than that?
From what I heard, Underrail, had an option in which you could either earn xp through killing or through exploring(finding secret paths/opening chests) which would benefit a thief/diplomat type character.
I will derail your thread a bit to vent out my frustrations with a lot of JRPGs and even CRPGs, and that is item progression, and to be honest I am not sure if there is even a solution. You start off in the beginner town, get beginner equipment(helmet, armor, shoes, sword), and when you reach the next town where you can buy the next tier of equipment, then you reach the next town and buy the next tier of equipment, and so on, until you reach the final town and buy the final tier of buyable equipment(you will get some special equipment through the main quest). From a gameplay perspective is a bit more convenient, to have the latest tier of equipment in the latest town you have visited in the linear story, but there is no reason why the backwater village in the middle of the desert that barely has contact with the outside world, has better equipment than the technologycally advanced mega-city, just because you visit the village much later in the story, than the city. It also makes the the experience a bit artificial, since when you reach the new city you most likely have enough money to buy the next tier of equipment from the random encounters and by selling the current equipment, so why even have a shop? just upgrade the player's equipment when he reaches a certain point in the story/levels enough.
There are games, like Phantasy Star 1, where you have some late game equipment in the starting town, but don't have the money to buy it, and all the other cities have a mix of leveled equipment, but I can't really say if it's better, other games have just one shop that unlocks better items as you progress through the story or level up(Dragon Dogma or some SMT and Persona games), but it still is as artificial, and no saying that they just got a shipment of new items, doesn't excuse it. Some games try to remedy this, by having accessories with different buffs, so you at least have a choice of equipment, that isn't just choosing between +10Def helmet or a +20Def helmet. Spells also have this same problem, where once you reach a certain level and have enough mana, you will have no reason to use Fireball, when you can use Advanced fireball, SMT is also guilty of this, especially since you have a limited amount of abilities during combat.
I guess the only solutions would be to have cities with a mix of low level and high level equipment(Phantasy Star 1, World of Xeen), but that could become extremely annoying if you have to keep backtracking though different cities just to buy a better pair of shoes(World of Xeen, gave you teleporters in each city), have each item and spell unique, and make battles into puzzles, rather than fights of attrition, but at that point you change the genre completely or have weapons and armors that upgrade with the player, but at that point you won't have equipment shops, just item shops and maybe upgrade shops(blacksmith). Honestly I am not even sure if these are good solutions, and I do like the convenience of having the next set of equipment when reach the city, as artificial as it is, plus if every game was liek I suggested, then some other anon would complain, that they all follow my gimmick, instead of the current one.