Quote:
Originally Posted by Jim Kane
As far as your abundant potions are concerned, provided your players don't figure out that you are "carrying them" through the adventure, why not!
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That's exactly the problem tho, isn't it? Stuffing a room full of potions removes player agency. Healing spells *add* player agency. As a player, I never wanted to be "carried" thru the dungeon: I wanted to beat it myself.
Healing spells also add player choice. You don't have to be a healer. You don't have to be a Physicker. But giving players the option of either is a win.
So why bother being a Physicker when you can just be a healer? Because you get more bang for the buck. Heal spells are expensive to cast and expensive to learn. And they take time to learn and money to learn if you don't take them at start. Physicker/Master Physicker are cheap in comparison: cheap to learn (at start) and free to use.
A game with healing spells requires more fine-tuning, yes. It drove a lot of the design decisions behind the house rules that eventually evolved into a full TFT OSR.
But in the end, I think it was worth it: more player agency, more player choice and more player play-time resulted in a funner game.
Cheers!