Filament wrote...
What do you mean by "mistakes"? How would you account for them?
Fights going badly. You make it out, but in a crippled state. In a system where rolling back into town before trying again is an option, in that situation you're asking people to make a choice between a risk, or possibly outright failure and tedium.
Ability should definitely be rewarded but that doesn't mean the punishment can't or shouldn't be interesting or even fun.
This is just spitballing as I don't have a perfect solution:
Say you had 10 potions and they can heal or regen mana/stamina. You can only carry 10 and once you're in a dungeon, you can't go back for more. You can use these potions to restore your broken party, but at the cost of losing a safety net in the upcoming battles.
Just "potions", I'm not keen on at all, as gold value as a penalty is really abstract making such choices not all that meaningful.
Modifié par Ziggeh, 07 août 2013 - 07:00 .





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