>>26803>unlike a simple potion healing system seen in standard rpgs how often you can save yourself in the middle of combat
I don't think you fully understand the rationale behind potion quaffing. Especially in turn-based rpgs, you can rarely avoid damage based on skill. Health is a pool whose time between refills determines the time available for other actions.
In games where damage taken depends purely on skill, health recovery in combat is grace primarily and resource secondary, meaning balanced recovery items and limited revives can be equivalent:
Item access is usually scaled with the size of the health pool. This is especially impactful in turn-based combat, where an amount of healing per-turn lower than enemy attacks makes it essentially worthless. The approach can allow resource access to stay constant through the whole game.
This doesn't work well with all resources obviously. Stamina is an egregious example, where loss cannot easily be scaled, so capacity/regen requirements would be contrived in most cases.
I suspect recovery items are often chosen, because they meet player expectations and are a malleable quantity that can be tied into any loot or shopping systems.
Also you should just make a general for your blogposts already.