Played for quite a while yesterday, and my experience was that damage is less of an issue (in a direct sense) than stress and party placement.
As noted above, stress adds up, and when it gets high the character becomes worse than useless. Some characters have the ability to heal stress during battle, and during camping many of them can do so. But at least at low levels, healing in this game is pretty weak, especially stress healing. So in my experience, it’s not long before all the characters are dangerously stressed… And unlike physical damage, it does not heal automatically when you get back to town. Instead, you have to pay for a gambling binge or a hooker or prayer time to relieve stress, and even that only partly diminishes it.
Characters each have four active skills, and each skill can only be used from certain positions in the four man party. So if your battle knocks the order of your party around – and this has been happening constantly to me – it’s not just that the softer characters are placed in harm’s way, it’s that you can’t use your best skills. And if you pass because no skills are available for use, it raises the stress.
One other thing is the level of light, mostly provided by torches. The lower the light, the faster stress piles up (just walking along, no battle needed) and the more likely your party is to be surprised and knocked out of order. So you want to bring lots of torches and remember to use them often, you can’t wait for a notification that your torch is out. Of course, food is important too – run out of food and among the penalties is higher stress. Naturally.
As far as I can see, there’s no way to bring enough food for major healing. But the death mechanic makes it helpful anyway. If a character takes damage to below zero, the character is not dead, he is on death’s door, basically at zero hit points. Any further damage and he’s dead. So if he then eats food, this raises his hit points minimally, such that further damage takes him back to death’s door rather than killing him.
Not sure about this, but as far as I can see at this point, direct damage never really defeats you because no matter how many characters die, you end up back in town, able to recruit more characters for free from the stagecoach. But stress can defeat you because you can end up with a full roster of characters with maxed out stress and no further money to pay for stress reduction. (Maybe there is a way to dismiss such characters and start over with new ones from the stagecoach, but I have not seen a mechanism for that.)
There’s still a lot to figure out, hopefully a manual or wiki will show up. But this is really enjoyable, and wonderful twist on the old dungeon crawl.
I’m liking the procedurally generated dungeons. It means that as I figure things out and start over, I don’t get that terrible “playing the exact same thing over and over” feeling I remember from so many of my favorite classic RPGs.
And although I know it’s a bizarre thing to say, this game feels more realistic and therefore immersive. Much as I loved Wizardry and such games, the idea of a group of characters killing thousands of creatures with no casualties on my side, no battle fatigue, so reaction to the horrors, always just one rest away from physical and mental freshness…
As I restart today, my tentative strategies:
- Pick characters more with an eye to stress resistance
- When possible, have active skills that are usable from all four positions in the party
- Take more torches and pay more attention to keeping the light up near 100%