If you're designing an RPG to not have a long-term attrition system (like running out of MP the longer you're in a dungeon), then you have to be really careful about healing otherwise you destroy your difficulty since players can just spam heals until they win.
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That's a nicely elegant system. Mechanically has the desired goal & it also thematically makes sense. Does it apply to enemies as well?
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yes, so in my case the enemies are stronger at the beginning of the battle, but become weaker towards the end! it's not a perfect system but for now I haven't found another way
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