How would you make the Normal Attack interesting to use?

Typically, the basic/normal attack is meant more as a last resort or just as an “I don’t feel like thinking” option, since making it too strong would trivialize all the cool skills you give the player. Still, it feels like leaving an option on the table when you could always use it. How do you think you could make it more interesting, so that the player would actually decide to use it seriously instead of ignoring it in favor of their other skills?

In “Traits” on the actor you can set the default attack skill (named “Attack skill”). This is the attack that is used as “normal” attack. You can change it to something interesting. E.g. an unique skill for your actor.

My current favorite example comes from another RPG Maker game: Look Outside. Most characters can be equipped with any weapon both melee and ranged. The character Joel however cannot equip any weapons and his normal attack is a bite.

The interesting part is that if double his normal attack would kill an enemy, then his attack power is doubled to make the kill, and he devours the enemy. This causes his max hp to increase according to a formula based on the defeated enemy’s max hp. Any remainder (or non whole number) resulting from the formula is added up in a variable, and his max hp increases by 1 when that variable’s decimals fill.

Personalizing the attack command that way really gives the character a unique feel that made me want to use him even in subsequent playings.

Another interesting method would be through passive states. Maybe a character could have a passive skill that makes any normal attack a critical hit after the enemy fails to land a strike, or perhaps random status effects instead of a crit.

When I design, I assume basic normal attack is the most frequently chosen and special and magic attacks are the exception. They don’t get to ignore it because the skills have some kind of cost.

Adding to @Martin’s point, in MZ the Attack Skill trait can go on weapons too, not just the actor. So each weapon could change what the normal attack actually does, and picking gear becomes picking your attack.

Something I’d probably try is having the normal attack build toward the skills. Give the Attack skill a TP Gain so it’s how you charge TP, then the big skills spend it. That way attacking isn’t the “don’t feel like thinking” option, it’s the setup turn.

One way I like to think of it is that normal attack is what you choose after you set the stage with states like ailments and buffs. So they would be the main damage dealer while other skills would be more focused on both adding those states and only deal a little bit of damage.

Another way is giving normal attacks more short term effects (positive or negative) so they have more application, like adding a state that increases the users attack after use for one turn so the next normal attack could deal more damage, which would encourage repeated uses. Or adding a damage bonus based on how much MP the user has remaining. Or having a character with high attack power give themselves an attack debuff after using their normal attack.

Make it customizable in some way?

Either it changes with weapon equipped or it can be augmented.

There’s also a case to make it restore MP or special skill use resource so that you can alternate between attacking and skills.

Generally speaking, I just make it “the least appealing option”.

My “attack” command is just ATK - DEF for damage. Some enemies have high DEF, so you’d want to use a skill instead. But, it does go deeper than that.

I use pretty much the same system in every game I design. Here’s how it works:

3 attack and defense stats.
Attack - Defense
Magic - Magic Defense
Agility - Luck

Then, there are weaknesses.
Basic Weakness
Strength (attack)
Magic (Magic)
Speed (Agility)
25% more damage if the enemy is weak to this (125% damage).
25% less damage if the enemy is resistant this (75% damage).

Weapon Weakness
Pierce
Slash
Blunt
50% more damage if the enemy is weak to it. 50% less damage if the enemy is resistant to it.

Elemental Weakness
Fire
Water
Earth
Air
Ice
Lightning
Holy (or its equivalent)
Dark (or its equivalent)
Nature (or its equivalent)
100% more damage if the enemy is weak to it. 100% less damage if the enemy is resistant to it.

So, a Fire Sword will have 3 elements working on each swing of it. Strength, Slash, and Fire. This can be a massive boon, or it can be a serious detriment to just hit “Attack”. You’re essentially working against 4 sources of damage calculation every time you mash the “attack” button. The stat you use to attack and the (up to) 3 elements in play.

A skill called “Fire Wave” however, only applies the element “Fire” to the damage formula. It also adds a “base damage” to the attack as well. So, “Fire Wave” might be a Magic - Magic Defense = Damage affair, but then it only hits the element for “Fire”. Skills are more consistent and more easily controlled damage.

But, the final layer is… Every character has a “Skill” that works like mashing Attack (because I can’t usually customize the command to work differently for each character) does. Mages have a “basic attack” that is just Magic - Magic Defense. Rogues have an attack that is just Agility - Luck.

Mashing “Attack” in my games usually requires the player put in a lot of “prep” effort beforehand. Players need to ensure they are using the correct weapons, picking the correct targets, etcetera.

So, in practice it works like this:

Swinging your sword is a “specialized” action.
Casting Fire is a “generalized” action.

Skills will usually work on everything, where mashing “attack” will only work on enemies you got advantage over with the weapon you’ve got equipped.