Here's an explanation; the rinse, repeat, grind structure of turn based JRPG's don't seem to fit my fancy any more... I've brainstormed for months what I would think would be a fun refreshing approach, but I do need some help putting paper into code to see IF it's actually fun or just a cool concept.
The Battle system in mind is a more involved one, where experience is earned by actions rather than defeat; Grinding on the same enemy using the same weakness approach will eventually earn nothing as nothing is being learned (that's the logic, at least).
The actual battle is somewhere between a point and click puzzle on a VATS interface; Essentially every enemy is a puzzle, which the weakness and strengths vary in exploit-ability. Example; A fire Mech can be forced to melt down if you spam fire attacks, or you could use an ice attack to null the fire... but it would run faster. Another Example; An enemy is overpowering but can be exploited into power attacks and a simple dodge and counter attack would make quick work of it.
You'll have 3 options; A marksman who's specialty is ranged attacks and counter attacks, A Swordsman who's specialty is Rush attacks and defense, and a Mage, who's specialty is magic.
Formations and approach is the key to victory, and your killer weapon is your(yes you, the player) wits.
I Know it's not going to be simple, but What do you guys think?