Re: Tentative Entombed 2 Design Decisions
Great point about resting! It won't be done like Entombed 1. That type of resting mechanic is a bit old school now. There are a few ways I could solve resting.
1: You automatically heal after an encounter. This is how many modern RPGs do it now. The encounter is the challenge, and if you pass it, no need to micromanage your character - they're rested up automatically. With this in mind, encounters could be more challenging because the party will be known to be at full health. I think this makes them easier to balance too.
2: You can't rest. Your characters wear their damage until they've returned to a safe haven or healed by a battle action like a spell. This means the further you press on, the riskier the battles are. This could be difficult to balance. Some incentive would be required to urge the a player on. Better loot rewards? Bonus experience? This could be interesting, but a lot more thought would be needed.
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