In some games, HP becomes the dominating factor, and many people "build" towards sets with high HP and are able to dominate any other set. Or in other games, everybody will go for speed, and the most builds you will encounter online, would be speed based since it trumps any other kind of build.
Another thing that isn't right is that builds with balanced stats lose easily to anything specialized. Balanced characters should have techniques that would make use of their balanced stats, and allow them the ability to have an equal fight against a specialized character<who wouldn't be able to use such techniques due to their specialization.>
This imbalance of stats I believe is due to many games following the standard number and types of stats found in most RPGs.
If a few new stats are made, it should take away from the centralization that some stats will have.
For example, in the original pokemon, there was HP, Attack, Defense, Special, and Speed.
Those who played competitively, studied the games in depth, and mentioned that most "psychic" type pokemon beat others out. This was because of the special stat which acted as both the attack and defense for special based attacks. It was harder to balance because it was more centralized by doing multiple jobs. This problem was remedied in future games by having the special stat split to mirror its physical counter part, attack. So now there is HP, Attack, Defense, Special Attack, Special Defense, and Speed. Although, now the game isn't perfect, but people still find it fun on the competitive level.
I believe a stat has to have some kind of mirror in order to be balanced. If a stat is doing more jobs than other stats, people will gravitate towards it in competitive gaming in order to win.
Another example is the Armored Core 4 system, which is classified as a simulator<and also happens to be my favorite type, game play wise> The number of stats that manipulate your character is outstanding, and give incredible depth to how it moves and attacks. If some other types of games<non-mecha> played like this, it would be fun, as the ability to go in any direction and actively dodge attacks is rewarding. There is no "auto-tracking" like in other 3D games where your character is always "locked on" and facing the foe. There have been tournaments in the past for this game, and the variety has been staggering. It is probably my favorite thing about this game, as almost nobody has the same machine. To top it off, it is better than a FPS in that everybodies machine, moves, attacks, and defends differently<although the types of defense need as much variety as attacks in this iteration of the game, most forms of defense are speed or armor based.>
I talk about this game because of the notion of speed/dodging having a limit, instead of being infinite like in RPGs, which doesn't make sense as HP has a limit. If dodging had a limit, it would in a way mirror how HP is the limit for defense. Dodging should be an alternative for protection against attacks.
HP/defense or EN/dodge. The more styles of protection, the more interesting I believe. EN would be a bar with a limit similar to HP.
So somebody could have low HP/defense and high EN/dodge, vice versa, or they could have equal HP/DF/EN/Dg.
I also believe attack should have a limit not based on the attack itself like it appears to be in some games.
So in this way, your HP dropping to zero isn't the only way to lose. If your EN<energy> drops to zero, your character becomes tired and because their HP/defense is light as a paper, the next attack defeats them.
What do you think about this? A game like that would greatly intrigue me, although most casual players would be turned off that their character doesn't have an infinite defense stat in dodge. There are players that like these kind of features in games, and there are those that like it simple. Then there are those that adhere to the old ways and methods of RPGs.
Also, here is some gameplay from the Armored Core 4 and FA series. The game engine and gameplay is unlike any other game I've ever played.
Heres a machine made solely for high speed bursts and melee attacks.<For example, other mechs might travel by using a stable, high output, linear boost for their main form of mobility.>
This machine has average agility and speed, but its ability to stay in the air is greater than that of the orange machine, and its style of fighting is mid-range laser assaults.
And here is gameplay against enemies of equal size to your machine.
This simulator game has maybe around 50 stats that affect fighting. Movement alone has things like acceleration, maximum speed, air drag, and many others. It is mostly skill based, as a new player in a high speed machine would have a dodge rate as good as an experienced player in the slowest<yet highest defense> machines.
It might seem that I have gone off-topic, but this game is relevant in that multiple stats enriches the gameplay<at least, if you learn the stats involved.> Somebody new might feel overwhelmed or those not into customization might just want to get into the action already instead of tinkering with some kind of robot.
More kinds of attacks and defense would make the game funner in my opinion, as I illustrated here.
http://s841.photobucket.com/albums/zz337/FragrantX/?action=view¤t=OGONITRIS.png
Anyways, what I'm saying is that for games with competitive gameplay, there should be no stat that is greater in value than any others. This might be difficult to achieve in practice, although it shouldn't be impossible. A game that is both fun and balanced should be the goal for any kind of competitive game, whether it is an RPG, simulator, or any other type that allows multi-play.
I've tried to devise many systems on paper for years, trying to solve this problem of imbalance. The results so far have been intriguing, although testing it in my mind and on paper won't cover every possibility. How such a system would turn out will only be revealed once it is played by many people.