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Maybe their reasoning for not having something like this is because they want you to rely on either finding HP and MP sources (such as potions and fountains), or wait till you level up; which, i think gives you a bit of HP and MP. (or maybe that's just an illusion i get due to the HP and MP bar scaling to the new max value after a level-up? ¯\_(ツ)_/¯ )
While, I'm okay with the current system, they are a few times where I wish I could regenerate outside of a ring of regen + full hunger (Oof. You are really full now. message), having potions/ that golden gate spell we call Healing.
Or just having tons of food on me in the other case, plus all of this.
I would say there should be a limit to sleeping twice every zone, and it cannot be on the same level, no sleeping on minotaur levels/special levels, or hell.
Also cannot sleep while wearing Ring of Conflict/Vampire Doublet or while currently on fire/ in combat. Also in liquids.
Just some random tooltips I thought up, they are completely unimportant tho
Though at the same time, I don't want it to be this uber-powerful regeneration, that makes Healer completely obselete in multiplayer, I would imagine around 30 health if you don't get woken up, just something to pick you up real quick. As for Mana? Really, I think Mana should be left alone, and more over as a thing for the Wizard hat/Vampire Doublet to offer, aswell as a high Int/magic based class.
If you have a fallback for every negative scenario, then the challenge would be a little moot. Prevention is the best medicine.
There's some overlap with turning off hunger and using food to heal, but it's not quite the same thing. Playing with hunger places some time pressure on the player even at full health, mildly discouraging grinding skills for most species and encouraging clearing floors somewhat more quickly. Food pressure in this regard is not extreme, but compared to turning hunger off and just using food to heal, it exists.
However, playing with that pressure also creates scenarios as described by OP, where you have an abundance of food and a shortage of health. In otherwise 100% safe situations (like cleared floors/out of combat), conversion between these resources is painfully slow.