Current Events > Every RPG should give you your health and magic back when you level up

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Blue_Inigo
05/06/20 5:59:21 PM
#1:


It makes the dopamine stronger. I need more!

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Relient_K
05/06/20 6:03:29 PM
#2:


I mostly agree. It gives a rush when you almost die but level up mid dungeon which allows you to push through to the end.

It is awkward when you can easily grind to like level 7 without a break though.

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#3
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Turbam
05/06/20 6:04:08 PM
#4:


Every RPG should fill your health to full after every battle

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Kaiganeer
05/06/20 6:05:44 PM
#5:


go a few steps further and restore them after each fight, no one likes out-of-combat resource management
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Strider102
05/06/20 6:05:56 PM
#6:


That's a no from me. Bonus points if you lose exp and potentially a level if you die.

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An_Actual_Chad
05/06/20 6:07:25 PM
#7:


I like how in Skyrim, you can strategically level up mid-fight for this purpose.

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pinky0926
05/06/20 6:08:15 PM
#8:


Strider102 posted...
That's a no from me. Bonus points if you lose exp and potentially a level if you die.

Fuck no

I want to enjoy games, not hate-complete them

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IronChef_Kirby
05/06/20 6:08:48 PM
#9:


I still remember this time way back when I played WoW, I was running for my life with only a sliver of HP remaining, but my imp minion stayed behind, finished off an enemy, and in doing so caused me to level up and get all my health back.

My imp did not survive that encounter, but because of his sacrifice, I did. Rest In Peace, Abaham.

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Leanaunfurled
05/06/20 6:09:03 PM
#10:


Turbam posted...
Every RPG should fill your health to full after every battle

Kaiganeer posted...
go a few steps further and restore them after each fight, no one likes out-of-combat resource management
I like it when they do this, actually, I just haven't played many that do.
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GATTJT
05/06/20 6:09:54 PM
#11:


DuranOfForcena posted...
are there any that don't?
Pokemon
Final Fantasy VII

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Questionmarktarius
05/06/20 6:10:46 PM
#12:


There is an obvious downside, though:

"I'm gonna poke around in this dungeon for a little bit, and then go to bed when I go back to the inn and save."

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Blue_Inigo
05/07/20 2:37:52 PM
#13:


DuranOfForcena posted...
are there any that don't?
Basically every SMT game and every Tales game I believe

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teepan95
05/07/20 2:38:44 PM
#14:


Turbam posted...
Every RPG should fill your health to full after every battle

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Master_Bass
05/07/20 2:42:22 PM
#15:


Yup, at least after every level up. I like after every battle too.

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Rikiaz
05/07/20 2:44:30 PM
#16:


Kaiganeer posted...
go a few steps further and restore them after each fight, no one likes out-of-combat resource management
I absolutely do. Give me that limited inventory space, limited healing, limited spell slots, and all that resource management. Part of the reason I love randomized Final Fantasy and Dragon Warrior so much.

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EmbraceOfDeath
05/07/20 2:46:41 PM
#17:


Turbam posted...
Every RPG should fill your health to full after every battle
I'm sort of inclined to agree, but at the same time I like being able to have some games where you have to carefully manage resources while others let you go all out in each battle, allowing individual battles to be more challenging and use more of the battle system. So while I like your resources being restored after battle, I don't think it should be in every game. D&D style WRPGs especially should NOT restore it after every battle because they are heavily based on making use of limited spell casts.

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andri_g
05/07/20 4:53:37 PM
#18:


I think that every RPG should give you the amount of stat bar *increases* you get from leveling-up.

So, for 1000 Max HP beaten-down by enemies to 3 HP, a level-up increase of +50 HP raises current health to 53 HP.

Players who choose to prance around in dungeons over-powered for their level must prepare-well or be prepared to face their own mortality.

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Prismsblade
05/07/20 5:00:45 PM
#19:


It's either to situational during normal progression or a waste when power lving.

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garan
05/07/20 5:02:26 PM
#20:


Kaiganeer posted...
go a few steps further and restore them after each fight, no one likes out-of-combat resource management


I like this-- the first couple of Dragon Age games did so & it was nice. But I don't need all RPGs to do the same thing.

Strider102 posted...
That's a no from me. Bonus points if you lose exp and potentially a level if you die.


FUCK NO. I'm assuming this is a Dark Souls fan, because most RPG players don't want to deal with nearly that huge amount of pain in the ass nonsense.
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FF_Redux
05/07/20 5:03:39 PM
#21:


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HagenEx
05/07/20 5:08:32 PM
#22:


Bunch of noobs itt.

Why don't you ask for invincibility while you're at it?

Pansies.

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Rikiaz
05/07/20 5:13:29 PM
#23:


garan posted...
FUCK NO. I'm assuming this is a Dark Souls fan, because most RPG players don't want to deal with nearly that huge amount of pain in the ass nonsense.
Death in Dark Souls has extremely close to zero punishment for dying.

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dave_is_slick
05/07/20 5:20:20 PM
#24:


DuranOfForcena posted...
are there any that don't?
Bravely Default

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ChocoboMog123
05/07/20 5:28:16 PM
#25:


andri_g posted...
Edit: I think that *most* RPGs should give you the amount of stat *increases* you get from leveling-up (there's always an exception...).

Example: For 1000 Max HP beaten-down by enemies to 23 HP, a level-up increase of +50 HP raises the player's current health to 73 HP.
Yup. At the VERY least keep the amount of HP and MP proportional. If I win the fight at 50% HP I should have at least 50% HP going into next battle. I think your way is best though, just add those levels right in.

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PowerOats
05/07/20 5:29:16 PM
#26:


Tales games have lowered the post-Battle healing with it's cooking mechanics.

Finish fight
Select food or have it set automatically
Get healed

Saves TONs of time and allows you to save gels on when you actually need it
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Lordgold666
05/07/20 5:40:52 PM
#27:


Turbam posted...
Every RPG should fill your health to full after every battle
^^^^

Speaking the troof

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Touch
05/07/20 5:44:59 PM
#28:


An RPG where you absorb the stats of the monsters you kill, but if you die to one then you lose stats equal to that monster's

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OudeGeuze
05/07/20 5:56:49 PM
#29:


Rikiaz posted...
Death in Dark Souls has extremely close to zero punishment for dying.
Yeah this. Its mostly MMOs that have death penalties
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Notti
05/09/20 6:58:17 AM
#30:


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#31
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Pancake
05/09/20 7:30:45 AM
#32:


I like being able to have some games where you have to carefully manage resources while others let you go all out in each battle, allowing individual battles to be more challenging and use more of the battle system.

i think it's as simple as the easier the bar is to refill the less personality it has.

level-ups and resting at inns don't restore stuff like rage and ip or limit gauge and those are actually fun and interesting and have mechanics to them. mp to me is like if every weapon you had suffered from durability loss and you had to either repair them with an item or a nice nap would do it.

i think it's more mechanically interesting to give casters a spell that drains mp or give them regenerating mp than it is to force them to item it back or to sleep. this also forces the dev to make spells that can actually make such a thing run dry (or even more interesting, go into the negatives) and i think that's another issue with mp: once you get enough it becomes a nothingburger.
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