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The answer to the 4-6 question is still in the air as far as I know.
But then if you never see these mobs, you take them out quickly, or they're conveniently nice, they're a joke. They don't have much health either so it's easy to kill them without ever seeing what they can do.
The other major thing is that in the base NES game your stat increases were based on your job but then, as far as I know, those stats didn't change when you swapped classes. So you could permanently harm your stats by leveling as certain classes, or permanently boost your stats by leveling other classes. For example, a known tactic is to get your first few levels where your party is entirely Monks/Black Belts so that you get much higher max HP to start off with compared to if you hadn't. This isn't a problem anymore, which helps you recover from trying out classes that suck.
I'll second this. Although the challenge was old-school FF still through the game, it was not that bad. FF III is the only FF 1-12 I haven't beat. (DS version doesn't count)
The ability to save anywhere can make an incredibly difficult game super easy. That is probably the biggest reduction in challenge of all NES games: the addition of "save Anywhere." The end dungeon of FF III was brutal with a brutal boss. If i can save every 5 minutes, the challenge is gone because any screw-up can be easily mitigated by a reload. And of course you're saving immediately before the boss.
You know, it's annoying to be kicked to the title screen after getting a game over after a long dungeon...
When the neighbour series called Dragon Quest simply sends you back to the last church, and only penalty you get is losing half of money, while keeping all the exp and items.
Quick-save is a nice... anti-frustration measure.
I still wish to be resurrected at a nearby town, losing nothing but half of gil.
I hear you. I've certainly been mad after losing hours of gameplay on an end boss (Persona 1.) But I also can't stand easy JRPGs with no challenge. There has to be a "threat" to me as a player or it's too boring.
But i don't like challenge in JRPGs... or in any genre that requires tactical thinking and tons of waiting.
In action games i do like challenge, as i'm in full control and once i memorize the pattern, i can make quick shortcuts.
But in turn-based games... it makes me only frustrated.