>>32379824Items may be randomly generated, but you will always have enough to complete the main game with no issue. You can carry them in from previous dungeons, and Kecleon's prices are so low that he really should be out of business. You don't need to petrify every ranged enemy, if you can take a hit then just go in.
I also don't understand what you mean by "Using items also does not allow the player to gain experience". Other than with Stayaway, how do you get less experience by using items?
You can move so that you only take one extra hit from ranged enemies. You could even push your partner to close the gap(or line up) without taking a hit, since being pushed doesn't count as an action.
I don't think that there are any starter Pokemon that can't through any means get some kind of ranged move, even if it's just Quick Attack. Even then, the probability that both of your starter Pokemon can't learn ranged moves is a little unbelievable(and please don't tell me that you're complaining even though your partner has ranged moves).
I agree that there is a big imbalance between Pokemon with many ranged moves and ones with few of them. I also find the ranged AI to be fucking stupid, they should've just used the kind of AI that the Bowboy has in Shiren(approach when not lined up, rather than keeping distance). However, the game is fine, even if you have no ranged attacks. If there really is a starter combination with absolutely no ranged attacks, then that's not fine, but as long as you can push your ranged partner in line with the enemy, there is no reason to complain as you have.
To me, the real issue is the focus on items(especially wands and emeras). They're extremely powerful, so I guess they made the enemies extremely powerful to compensate. It doesn't feel like Pokemon anymore, when typing, stats, and move effects don't matter as much. It's nice to see a little variety in the gameplay, though.