I like what Josh is saying.
Cooldowns are there only to replace resting as a mechanic, to “rearm” spell book between encounters.
So you can keep enjoying the game after hard encounter, instead of wasting your real life time backtracking to a safe location to rest.
And I really can't see a place for strategic attrition mechanics in a game like this.
It is great in roguelikes, blobbers etc. with wast but low detail, simulated, continuous worlds to explore.
This will be a storyfag game with tactical combat encounters on small and detailed maps, that are disjointed fragments of the gameworld.
It won't be a simultionfag, nor an explorefag game. Completely different focus, just deal with it.
I also liked how stressed Josh become when the codex was mentioned. Scared for life, to not unleash codex trolls upon himself.
That was cute. No worry Josh, we luv u