If you use maps with limited encounters, how do you balance that against the option of the player returning to an inn for healing?
If inns are freely available, the player could clear a map he's not strong enough yet by killing single enemies and return for healing to an inn after each battle.
Some games solve this by not placing inns or making them expensive, but that would not fit into a real society - I like my worlds to be consistent and not geared toward game mechanics.
Currently I'm considering to count the inn visits and have some monsters revive on not completely cleared maps - but that would make the eventing and scripting a lot of work. (the entire idea/game mechanic description is in my blog: http://forums.rpgmakerweb.com/index.php?/blog/92/entry-568-encounter-system-monster-generator-and-inn-penalty/)
So I would like to know what others have done to handle these options. Any comment is welcome
If inns are freely available, the player could clear a map he's not strong enough yet by killing single enemies and return for healing to an inn after each battle.
Some games solve this by not placing inns or making them expensive, but that would not fit into a real society - I like my worlds to be consistent and not geared toward game mechanics.
Currently I'm considering to count the inn visits and have some monsters revive on not completely cleared maps - but that would make the eventing and scripting a lot of work. (the entire idea/game mechanic description is in my blog: http://forums.rpgmakerweb.com/index.php?/blog/92/entry-568-encounter-system-monster-generator-and-inn-penalty/)
So I would like to know what others have done to handle these options. Any comment is welcome

