DraQ
Arcane
I think it's not as simple. First thing is that returning to town to recover means you're still playing the game, rather than staring at loading screens. Then, if the game is dynamic enough, return to town may bring with itself additional, potentially interesting events.DamnedRegistrations said:Regarding the reloading scheme: I think players would prefer the tedium of restarting the game to the loss of quests and loot etc. Essentially it boils down to this: Does it take longer to reload the game (With a restart) or to achieve the same desired result without reloading, by for example, returning to town to recover, stock up on supplies, and return with a different set of equipment/people/spells.
You and me both.Though I do love the karmic image of someone unwittingly reloading over and over and gimping themselves.
Ideally, ocassional reload would only bring with it something like single autofailing roll or cleared non-unique valuable item. Stuff like autofailing sidequests and rendering unique items (or people) unavailable would generally require and consume greater quantity of fail points so it would only start happening on multiple reloads.
Something like Go or Chess, with a good opponent, but that's beside the point as I don't want to eliminate randomness.Regarding Hp Pool and randomness of combat, what kind of combat can be both interesting and non random?
Rather I'd want enough options to be given to a player to be able to pull himself out from pretty deep shit and plan for various situations that may develop. There should also be no universal tactics and applicability of various approaches should depend on many factors including the location layout.
You can take cover.No ranged attacks, no area effects
You can delegate one of your melee fighters to guard your injured character instead of actually participating in combat.no sneak attacks, stealth, or movement magic.
Not entirely. Healing items don't imply HP attrition, but they do enable it.Making battles only difficult due to HP attrition has nothing to do with healing items and is purely a result of sloppy combat design.
I can agree with that.The key to interesting gameplay is a high degree of unpredictability coupled with a high degree of player skill influence.
There is a reason, and a good one at that too. Rapidly healing potions and medkits create stupidity in-universe. It's similar as in case of resurrection - availability of both, rapid universal healing and resurrection greatly limits plausible sources of tension, whether we are speaking of scripted, storyfag narrative, or random stuff arising from deep, simulationist ruleset.As I see it, healing potions add a large degree of player skill influence, since using them properly can make or break a battle (or entire campaign, for that matter). There's no reason to remove them and replace them with other things that add player skill influence when you could simply add those things and have both.
Also, stuff that increase player
Healing items or magic isn't bad in itself, in fact it may be excellent way to balance mechanics that would be too hardcore for given idea of gameplay - wound infections, permanent crippling and so on - but they should be of very limited combat utility.