Then I'd have to disagree.
Most RPGs have a limit of around 60 or so special moves for the whole game.
Dragon Quest has a healthy amount of moves, but you will notice a great many are used by both party members and monsters.
If you add up all the weapon moves, all the spells, all the stat changer moves, all the monster moves, all the unique character moves, and those extra moves *like Crate and Barrel makers*. than any given Disgaea game can be said to have a great many more moves as a total than most other RPGs.
However individually it doesn't seem that way. One reason I want story characters to have more than just three unique attacks; because most game heroes have tons of moves (granted in most games the graphics for any one move arn't insane looking),
the game changer here is the playable monsters; this really came to light to me recently when designing an idea for an NIS traditional turnstyle game (same vein as games like Dragon Quest) *which NIS really hasn't done a traditional gameplay RPG to my knowledge where you explore a world and have the traditional random encounters and turn style pay
In this idea I realized well one we'd have to add more monster classes than most individual games have for NIS, and then most of then limit their moves considerably; most the humanoid classes I would make like Cameo NPCs (won't get into that here) *my base world design was humanoid demons came to a human world and were mistaken as elves so the demons let the humans think this; thus this clan of demons are called elves on this world and live amongst humans; but bestial demons that arrived ended up living in the wild as "monsters" thus creating a bit of animosity between the two types.
well most enemy classes would have to lose their higher end moves (especially if used as lower class enemies) that and it would keep the idea of getting even basic monsters up to crazy levels and powers as a unique element to NIS's SRPGs like Disgaea. but when the monsters are no longer playable it frees up alot of space not to worry about giving them all various moves or worrying about all of them having advanced color forms; granted some might as that is traditional for RPGs, but not all. and with humanoid types as they are just cameos and NPCs the color differences wouldn't make difference.
anywho, thinking of it this way, the primary characters would need more unique moves and spells just for them to use, although the weapon class moves don't change much; but arn't as big a priority in such a game normally (this has changed in recent years; in this type of game weapon specific moves are usually subdued and only have a few to them as players change weapons and even then the weapon move is usually a unique move for the character, as even another with the same weapon might learn something else; granted two may know some of the same moves sometimes).
Anywho, yeah, individual basis traditional RPGs look like they have more moves.
but as a total playable activation of specials the Disgaea series has more in total.
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