So, imagine this: you select a healing potion (much like the way you select enemies), the word "MEND" pops up. You take the time to spell out this word for a benefit. The risk/reward factor creates more player agency. It gives them a choice. If they wait until they're too low before they use the healing potion, they risk not getting it off in time. Other effects can work the same way, "BOMB" gets rid of 1 letter from each enemy. "CURE" removes debuffs/poison from your character.