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- Jan 28, 2011
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Comparison with Infinity Engine games:
In D&D, you'll typically go into a dungeon with a cleric who has memorized some healing spells. Those spells represent your strategic reserve of health over the course of your dungeon adventure.
Let's say the typical case is that you have enough healing spells to heal each character in your party N times the amount of his total health.
In Project Eternity, N=4, and instead of having to cast heal yourself, the game essentially does it for you automatically by giving you 4x your health from the beginning. (Of course, if you take x damage to your health, you run out of stamina and you're out of the fight.)
This system isn't as flexible, but it does allow for better balancing. The game designer doesn't have to account for people who didn't bring enough healing spells with them, allowing him to make the dungeon harder.
In D&D, you'll typically go into a dungeon with a cleric who has memorized some healing spells. Those spells represent your strategic reserve of health over the course of your dungeon adventure.
Let's say the typical case is that you have enough healing spells to heal each character in your party N times the amount of his total health.
In Project Eternity, N=4, and instead of having to cast heal yourself, the game essentially does it for you automatically by giving you 4x your health from the beginning. (Of course, if you take x damage to your health, you run out of stamina and you're out of the fight.)
This system isn't as flexible, but it does allow for better balancing. The game designer doesn't have to account for people who didn't bring enough healing spells with them, allowing him to make the dungeon harder.