What I really liked about the health/endurance in PoE was that you took "long-term" damage even if you play the encounters well. Now, this long-term strategizing isn't anything *hard* to manage but I feel it created a rather nice layer of... well, even if you're good at the game, being in combat still takes its toll on your people, it's fatiguing, it will "grind you down". I love the feel of that. For me, aside from all the strictly mechanical reasons to do so, it makes resting kinda "make sense" in the game-world. That's a reason why I really disliked that they got rid of the fatigue debuff if you kept going for a long time without resting. Not because it makes the game hard, oh no. But it's a tiny little thing that makes the game-world feel a bit more logical, a bit more real for me.
I hate the idea that, if you play really well in Deadfire, you can just keep going and going and going. Now, on a first playthrough, of course you will get knocked out every now and then, but again... for me a lot of it has to do with the feel of it. The fact that you could technically have a party that all end combat with 1 hitpoint left and everyone will be right as rain after combat. Will that happen? No, of course not. But just knowing that, mechanically speaking, it's perfectly possible makes it all feel a bit more static to me, and more boring.
It's the same thing with almost everything being turned to per-encounter. It makes the game feel controlled, instead of "breathing" a bit if that makes sense. With a system more focused on per-rest stuff, you could possibly run into a really hard encounter after spending a lot of your resources before and get owned. Or, if you had saved up, you could run into a hard encounter and be ready to unleash everything you had. I love that. And I really dislike how per-encounter systems allows the designer to perfectly tune encounters. For some people that's a great plus (and I obviously understand the upside of it), but I just feel it makes the game feel static and too tightly controlled. I love it when a game can swing wildly up and down.
Now, I don't think the Deadfire system is horrible at all. The empower mechanic feels a bit weird to me for example, but it is undoubtedly useful. The injury system feels rather unelegant atm with its 25% "cuts" but with some tweaking I think it can work pretty well. Certainly better than Tyranny's which I felt was incredibly boring in terms of its combat. But yeah, I am disappointed that they moved away from some of the ideas in PoE. Personally I would've loved to see them try to expand *more* on the per-rest stuff, introduce more long-term strategizing and "management". But, it is what it is.
But yeah, I do hope they will continue to tweak it.
Edited by Starwars, 19 November 2017 - 02:11 PM.