![]() The game needs to keep draining your resources, so that managing them becomes challenging and fights become meaningful. This is why there are traps, walls and interactive items that deal damage to heroes in the corridoors. Since Health directly affects your ability to finish quests and get money and heirlooms, the game needs to drain that resource so you do not have an overabundance of it, making quests trivial. Health is a vital and limited resource that requires heavy management. Healing out of combat would likewise make the game less fun by subverting the underlying mechanics. The whole mechanic would be ruined, and the game would be less fun. If provisions carried over, this gamble would be removed, and your heroes would swim in food and items. It's all a balancing act between how much money you can safely spend versus the profit you want and the safety of your heroes. How much food to bring, how many torches, whether to bring keys and holy water etc. See, this game is all about hard choices, dilemmas and gambling. I think both of these complaints are based on a lack of understanding about the games core mechanics. Two very common complaints I see about this game is that provisions should carry over between quests, and that heroes should be able to heal between fights.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |