Darvond: How do you feel about the Legend of Mana style, where every fight ends with a full heal?
Are non-HP resources healed as well?
Worth noting that Legend of Mana is a Kawazu directed game, and therefore in some ways it may be more like SaGa than Mana. In particular, I believe the full heal after every fight originated with Romancing SaGa 2, where HP recovers fully after every fight, while LP (which decreases when HP reaches 0) is extremely difficult to restore.
SaGa Frontier adds a mechanic where, if a character is not in the party that fights an encounter, that character will recover a bit of WP, JP, and LP; I like this mechanic because it encourages the use of more characters, allowing some characters to rest while others fight.
AnimalMother117: I have to admit that starting with Baten Kaitos Origins I have just preferred when the characters heal after battles. I do, however, like the adventure feel you get from resting at an inn or encampment. It's a tough call and you just deal with whatever a game does use but in general in Japanese and similar RPGs I prefer when the game uses the system where health and mana/whatever secondary resource is but in Western and similar games (like Dragon's Dogma) I prefer where either the player has to go to an inn or use a resource to set up a camp of some kind. That is not to say using a resource just to rest would not be a source of aggravation but that to acquire that sense of exploration and light survival it is best if it costs something.
I think the reason for the differences would be since in JRPGs the point in the combat is often times to show off the extravagant characters and a constant reliance on artes or skills in combat it takes one out of the experience the designers are sending you down to have to run back to town and grab two dozen or so herbs/phoenix downs/elixir/panacea/mana/whatever. Bravely Default is a good example of how this can be really, really annoying. At one point I seem to recall discovering that in general it was not worth using healing magic since the money used on mana restoration items far exceeded any gain you received from not using the healing items instead. This partly broke the game as basically you cannot use a healing spell unless you at a desperate situation or boss fight.
In Western RPGs you typically the atmosphere tends to be more subdued and combat allows for more improvisation (in Witcher 2 you can dodge and roll, in Dragon Age you can pause and issue commands to each one of your people, in Fallout NV you use guns and VATS, etc.) that does not necessarily cost as dearly as in JRPGs. Therefore, the act of resting seems to feel more authentic in these games.
Then there's JRPGs where MP recovering abilities exist that don't require the use of items.
My favorite example of this is Final Fantasy 5:
* There's a spell that restores a character's HP and MP fully, but has the downside of killing the caster. The spell is only usable during combat.
* There's a revive spell you get early, but it costs 29 MP, which is a lot at this point in the game.
* Much later in the game, there's a spell that revives a character with full HP and MP, but costs 99 MP and won't work on a character who isn't already dead. There's also an ability you can get that revives all dead characters, restoring full MP (but not HP) at the same time.
* MP recovery via items is possible, but without Chemist abilities, one Ether restore only 40 MP, which just isn't enough later on. With Chemist abilities, however, this becomes a rather effective MP restoring option.
JakobFel: I tend to prefer the western RPG style, personally, though I think sometimes it is OP. If you're camping in the wilderness, there should be a risk of being roused by enemies. I think it'd be awesome to have a camping system that combines the live camp system of Red Dead Redemption 2 (where you set up camp and can craft, cook food, etc before sleeping) and the first two Elder Scrolls games. Maybe you CAN camp without scouting the area but if you scout the area and clear it of any possible hostiles, the chances of being roused from your sleep are significantly lower?
The WRPG style is also annoying some times, particularly when the game doesn't allow resting for what feels like arbitrary reasons.
In TES: Arena, for example:
* Situations where the game thinks there's enemies nearby and doesn't let you rest occur way too frequently.
* The game doesn't let you rest in towns, even when it allows resting in the wilderness or in dungeons. This is especially problematic if you arrive in town in the middle of the night, especially if you're just leaving the starter dungeon for the first time.
In Daggerfall, if you select the option to rest "for a while", outside of towns you're asked how long you want to rest and can cancel. If you do it in a town, however, you get a message about it being "illegal to rest", and the guards will come after you, even before you specify an amount of time to rest. (Note that even trying to rest on the balcony of a house you own will cause this to happen.)