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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We get around this by having enemies get more powerful each turn, essentially creating a soft deadline on each battle. Eventually, you reach a point where your heal abilities can't keep up because the enemies are just dealing too much damage.
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Replying to @werezompire @larsiusprime
that's a cool system. In my last RPG I use an "armor/defense" value that goes down as target is hit. When it's very low enemies will do more damage so even spamming healing won't save your party too much
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Replying to @WinterwolvesG @larsiusprime
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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