Sounds reasonable enough. Are the long rests capped somehow or are there ill effects for overusing it (similar to how Pathfinder did this)?Interesting tidbits (Part 1 and 2 combined)
- Number of times you can use short rest is capped in between long rests, to avoid it being spammed.
- Level up screen (or the ability to level up) will be available during long rests.
- Current idea for reactions is for the player to decide, at the start of their turn, which reaction they want to trigger. Explains further that they want to avoid "pop-up" screens to stop gameflow. Talked a bit more in length in Part 1 about trying to shave off seconds here and there in turn-based combat to keep the combat feel faster (e.g. animations).
- Not having the relevant skills can result in missing out content of importance and not just flavor stuff.
- Death should be punishing and resource-heavy, there won't be resurrection scrolls everywhere (but will be in EA for playtesting purposes).
(Eagerly awaiting how Ontopoly will spin these concepts as bad).
From what we have seen from the trailers they are not capped, but they only become available on screens that are cleared of enemies. There might be a timing system on top of this aswell.
They should consider some sort of timer or cap on long rests as well. Resource requirements for a long rest is also an alternative. I think making sure enemies in the near area are cleared is a good start but it could be abused to circumvent the short rest limits. This is probably something that will require the EA to playtest.
All they need to do to balance it is add random encounters on area transitions. This leaves you with two options when running low in an area, muscle through and clear it, or backtrack, fight the random encounter, heal and return. Taking a cut from Wizardry in that sense.
As long as they dont make the random encounter % based, like in the BG games where you just cheese until the long rest goes through when you are too beat up.