@shockra
While I don't like the concept of fully healing the party at the end of combat (it feels to vanilla for me), the ideas of limiting usages either to once or twice per encounter, or as you mentioned, until you "defend" is more interesting mechanics to me.
@Nantas
Making healing skills/items super crappy doesn't really solve the problem since it just means one or two characters would spend their turns on constantly spamming those crappy heals (which would feel very unfulfilling for the player I think). Using a cool-down on healing skills on the other hand is a decent method, although it feels weird to put a cool down on item usage from a logical perspective(?) ...not that games need to be logical, but still.
However, I've no cool down on any of my skills so far and I'm not planning on adding it either. I'm more leaning towards limiting the usage of some skills to once or twice per encounter.
@bgillisp
While the second suggestion might work well for some kind of roguelike dungeon crawler where you try to go as far as possible, I like the second idea much better. Fact is, I've considered giving most characters a personal skill which would allow them to once per encounter heal/defend themselves in battle. Something like how "
Second Wind" in D&D4th.ED works. One such skill for each party member combined with very rare and/or expensive healing items might work?
@kovak
Actor's has their own Inventory
Limit not only the number of consumables they'd be able to equip but also to limit the stacks of the same said item.
You could say that they have 8 consumable slots and each stack up to 3
Not a terribly bad idea, and I think it's possible with Yanfly's(?) plugins. Although, 8 slots that can stack to x3 is 24(!) items. Waaay too much for this to affect the game play in any meaningful way in my opinion. If you'd want to limit the consumable items in this way you'd probably have to give each character 1-4 slots (non stack-able). Because in most (non boss) RPG battles, even if you have x40 healing potions you usually only use like 2-5 during a single battle, right?
The downside to this idea though is that you'd probably have to manually go in and refill those "personal item slots" after you've used something in battle which would be a hassle for the player. I know I wouldn't enjoy doing that after every third battle.
They can use comsumables as long as they know how to
Make skills that requires items to be used and anyone can learn them, this could make dedicated support classes even offensive cuz you could make item usage to poison enemies, to raise elemental damage done on target...as long as you still has items to cast
I like this idea. It's a valid and fun game mechanic, but it doesn't solve this specific "healing-overkill" problem since whoever knows the right skill can still spam the heal pots and stuff. Unless they're expensive, but in that case it's the price of the consumables that are the real solution to the questions asked in this topic.
Allow Actors to regenerate out of combat
With this approach i'd avoid random encounters, i'd add some sort of healing after battle as well to balance things
Not a big fan of auto-healing at the end of combat. I only prefer it in games where I don't care about the combat and just want to blaze though as quick as possible. I admit it might work in some games, like a boss rush game for example. But that being said, to me it often comes across as a very lazy mechanic for very lazy players.
Since fatigue or damage doesn't carry over, this mechanic isolates each battle as their own challenge. I think the problem with this is that the challenge of "The Dungeon" disappears and all the focus will be on individual battles instead. In that regard one very challenging battle would probably be much better in such a game than a dungeon with 10-15 easier battles in a row.
Sudden healing comes with salt
Idea here is that healing just avoids the inevitable death. Any sort of healing applies a debuff that reduces the amount healed as damage on every turn. BLEED states would make more sense here and this is somehow more realistic for me, no medic would be able to patch up somebody and say "go for it tiger"
Not 100% sure if I understood what you meant here, but if you are suggesting something like each healing item/skill temporarily lowers the characters max HP until they sleep at an inn, then I'd say that's a pretty cool mechanic that I'd definitely consider.
@EpicFILE
I don't know if I'll use it but I like this idea. It makes you at least want to be careful when you enter a dungeon fresh out of town since you don't want to lose that "un-heal:able" 40% of your health.
Hm... you know what, another way of using this exact mechanic, but differently, might be to instead give the party a health boost/buff that adds X%HP (on top of their original max HP) whenever they sleep at an inn (more expensive rooms could give slightly more). Only way to regain that HP boost when it's gone would be to sleep at the inn again.
@HumanNinjaToo
I thought of that too. How bothersome it feels to access the items/skills outside of combat. I reality it might not be such a hassle, but it can sure feel that way. In battle, if its a classic turn based RM-styled battle, you're already inside the menu system at all times and skills and items are just one or two clicks away.