Fairfax
Arcane
- Joined
- Jun 17, 2015
- Messages
- 3,518
I'd just get rid of the mechanic entirely. Automatic self-healing as soon as the encounter is over. That way you can just make every single encounter as difficult as you want, because the player will always be in top form.
With resting, the whole area must be balanced with the amount of supplies in mind. That is one of the main reasons for trash mobs in these games, as they make the player spend just a bit of the resources, one encounter at a time. The player is supposed to adjust to the average difficulty in the area and keep in mind that some of it must be saved for the boss.
At least that is the idea, but in the end it doesnt work because the player can just wipe the trash mobs spending everything, suffer 4 loading screens and fight the boss with no limitations whatsoever. Many here think autohealing is popamole-y, but resource management is an overrated mechanic in RPGs. With the party suffering no penalties and lacking no resources in every encounter, the designer can use fewer, more meaningful encounters that are as brutal as possible/needed. In this case, and assuming a good combat system is in place, all that stands in the way are the player's tactics and strategy.
With resting, the whole area must be balanced with the amount of supplies in mind. That is one of the main reasons for trash mobs in these games, as they make the player spend just a bit of the resources, one encounter at a time. The player is supposed to adjust to the average difficulty in the area and keep in mind that some of it must be saved for the boss.
At least that is the idea, but in the end it doesnt work because the player can just wipe the trash mobs spending everything, suffer 4 loading screens and fight the boss with no limitations whatsoever. Many here think autohealing is popamole-y, but resource management is an overrated mechanic in RPGs. With the party suffering no penalties and lacking no resources in every encounter, the designer can use fewer, more meaningful encounters that are as brutal as possible/needed. In this case, and assuming a good combat system is in place, all that stands in the way are the player's tactics and strategy.