since the party members that have these skills are often specialized in healing anyway and have no other things to preserve the MP for.
ansdfknklasdnfklasdngnasln such bad/boring/terrible/aggravating game design ahhhhhh
also the stuff emmych said
BUT in my own project, I've decided to go the previously-mentioned Rogue Galaxy route (sort of). It's a game where you only have so much Energy (...MP) for your dungeon runs, a la traditional RPGs, and also a class system - and I definitely didn't want to force the player to use healing classes. So, there're no healing spells, and you can only recover with items you buy in town and at inns. They're static amounts, though, and the best items won't be for sale.
How long you can last in dungeons is dependent on your Energy conservation and whether or not you have enough healing items.
BUT(2): healing items are not designed for in-battle use. Rather, they're small amounts meant for you to use outside of battle in bursts... their small individual recovery means that you'd have to spam a lot in battle with the weaker items, but by the time you healed a character somebody else would have croaked. The best healing items will be saviors in a hard battle, but in general, the emphasis is on defensive play, not restorative play. Be actively defensive with your tanks and buffs and you'll be rewarded with not dying! Awesome!
(EDIT: I also made a dungeon crawler without any healing whatsoever, because I'm an evil man (note: it's pretty buggy, play at your own risk).)
Edited by Crazetex, 03 May 2012 - 06:22 AM.