BG and BG2 allowed for natural regeneration over time. This involved using the rest system or doing very little for 8 hours. It also requires the use of random encounters.
In the earlier crpgs the party would have to rest to regenerate health. Eight hours was required for maximum health regeneration unless the companion was afflicted by poison, disease or blindness. If the party rested with a companion that was diseased or poisoned the companion would die. The point is that the party would have to keep moving to find a healer or use up a remove poison or disease potion or spell.
If the party needed to regain health the party would camp and rest for eight hours or more. In the earlier crpgs there were random encounters that could disrupt that rest. The party could be caught with only one member awaking and it would take a few moments for the rest of the party to wake up. The party would then have to fight with the hit points that had been recovered dependent on the amount of rest obtained.
Another point is that since all spells in D & D based crpgs had to be memorized or prayed for during that rest period if the rest was interrupted no spells would be memorized.
What most of this did was simply reloading the game. In fact a gamer would simply reload until no random encounter occurred.
Another feature of the rest system is where the party rested. I noted camp above. If you rested in an INN depending on the type of room the party recovered a portion of their health.
If the party was sleeping on the floor only spells would be memorized.
If the party was sleeping in a decent room some health was recovered and spells memorized.
If the party was sleeping in a better room more health was recovered and spells memorized
If the party was in the deluxe room all health was recovered and spells memorized.
In DA2 none of the above would really make sense because it occurred mostly around Kirkwall.
It was implemented somewhat in DAO with scripted "random" encounters and by having a camp. The camp did not really serve as a rest area, but more as area to speak to your companions and automatically wounds and injuries were healed. The darkspawn only attacked the camp once and that was scripted not random.
The problem with the system is that it a time sink. If your party got damaged unless it was poison or disease all the party had to do was stand there and healing would occur or try to camp until no random encounter occurred. The gamer simply ended up gaming the system.
The only way to prevent this was to have an internal timer which would time how long the party was at one spot and then send a random encounter. This also allowed the gamer to game the system especially if the gamer wanted the party to grind to higher levels.
Many of the earlier crpgs had areas with a set level. For example the closest area was for the inexperienced party, but to successful navigate the mountains may require a tenth level party. So if the party was at level 8 the party could stand around taking on random encounters until the tenth level. Which may be fun some for some but simply tedium for others.
The earlier crpgs had many of the same balance problems as later ones.
Edited: Missed a word.
Modifié par Realmzmaster, 13 juillet 2012 - 07:56 .