Posted January 29, 2024
So, when designing an RPG, there's many decisions that need to be made. For example, one needs to decide how powerful healing magic is.
* In some games, healing magic is powerful. This, of course, means that the enemy design needs to take that into account. (Shin Megami Tensei: Nocturne is an example of a challenging game with powerful healing magic.)
* In other games, healing magic is weak. This results in a very different game from a balance perspective, and often relegates healing to between battles or emergencies.
But then, there's a rather puzzling aspect of many RPGs, particularly older ones (it dates back to at least Advanced Dungeons & Dragons); having most healing be weak, but then there's one practical healing option that's powerful. Examples aren't hard to find. For example:
* In AD&D, and in any AD&D based CRPG that has player-usable 6th level Cleric spells, healing magic is weak, except for the Heal spell, which is a full heal (-1d4 HP in 1e, but that's a minor difference).
* Wizardry 1-5 (excluding 4) are like this, as well. (Wizardry 4 is very different in this regard, particularly since you can have a group of priests all healing you.)
* Bard's Tale is like this. In BT1, it's quite ridiculous, as you have Conjurers with weak single target healing (once they get it; there's no 1st level heal), but then Magicians, once they get their 7th level spells, get a cheap full party heal as their only healing spell.
* Dragon Quest 1's Heal spell is weak, but then at level 17 you get Healmore, which is powerful, and is required to beat the final boss without TAS-level luck manipulation.
* More recently, this sort of happens in the Queen's Wish series. Most healing spells are weak in that game (though there's equipment that will boost it), but (and this seems to be partially due to a bug), the Haven's Mercy ability is an incredibly powerful group heal (and it's available from the start, unlike the other examples I mention).
So, thoughts on this design decision, which has always felt odd to me?
(Note: By "practical" I mean that it has to be something that can be used on a semi-regular basis. It should not use up extremely rare consumables (so nothing like Romancing SaGa 3's Shatter Staff), should work reliably (so no MAHAMAN-like spells that usually do something else, but can occasionally heal), shouldn't have an unusual cost (so no spells that drain levels from the caster as a side effect, or that cause aging that can't easily be reversed).)
* In some games, healing magic is powerful. This, of course, means that the enemy design needs to take that into account. (Shin Megami Tensei: Nocturne is an example of a challenging game with powerful healing magic.)
* In other games, healing magic is weak. This results in a very different game from a balance perspective, and often relegates healing to between battles or emergencies.
But then, there's a rather puzzling aspect of many RPGs, particularly older ones (it dates back to at least Advanced Dungeons & Dragons); having most healing be weak, but then there's one practical healing option that's powerful. Examples aren't hard to find. For example:
* In AD&D, and in any AD&D based CRPG that has player-usable 6th level Cleric spells, healing magic is weak, except for the Heal spell, which is a full heal (-1d4 HP in 1e, but that's a minor difference).
* Wizardry 1-5 (excluding 4) are like this, as well. (Wizardry 4 is very different in this regard, particularly since you can have a group of priests all healing you.)
* Bard's Tale is like this. In BT1, it's quite ridiculous, as you have Conjurers with weak single target healing (once they get it; there's no 1st level heal), but then Magicians, once they get their 7th level spells, get a cheap full party heal as their only healing spell.
* Dragon Quest 1's Heal spell is weak, but then at level 17 you get Healmore, which is powerful, and is required to beat the final boss without TAS-level luck manipulation.
* More recently, this sort of happens in the Queen's Wish series. Most healing spells are weak in that game (though there's equipment that will boost it), but (and this seems to be partially due to a bug), the Haven's Mercy ability is an incredibly powerful group heal (and it's available from the start, unlike the other examples I mention).
So, thoughts on this design decision, which has always felt odd to me?
(Note: By "practical" I mean that it has to be something that can be used on a semi-regular basis. It should not use up extremely rare consumables (so nothing like Romancing SaGa 3's Shatter Staff), should work reliably (so no MAHAMAN-like spells that usually do something else, but can occasionally heal), shouldn't have an unusual cost (so no spells that drain levels from the caster as a side effect, or that cause aging that can't easily be reversed).)