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(+1)

Yeah I absolutely understand, I sort of forgot it had decay.
I think this failed to account, though, to the fact that enemies tend to collectively deal more damage than you can heal.
Maybe Decay can be given a set amount of turns before it starts? Or the Rejuvenation spell can count on how many enemies are on the field?
Additionally, the camp in my playthroughs also felt pretty weak, when I saw it, I expected it to be a full or half heal, but :boowomp:
And yeah, I personally don't like luck to decide a run or not (rather than just how well it goes), so that's extremely subjective and with it being a Rogue it'll definitely be way more in favor of its audience.

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In my experience, this game isn't terribly luck dependent.  I nearly 100%ed the game prior to the update deleting my save file, and I didn't actually ever lose a run.  The camp doesn't heal much, but Ceridwen doesn't even use the camp ever unless she gets really bad luck right before the boss fight, and Gwen can use the extra 6 hp usually but there were only a handful of times I was going into the boss with sub-10 hp.  Post-update the new spells being mostly worse does make Gwen runs harder, but I still haven't lost one yet (though I have twice finished on turns mushroom man would have otherwise killed me had I not finished him first).  

You're right, though, that the difference between runs is rediculously rng dependent-- getting +mana/turn makes the game a LOT easier, and you get that at least once ~60% of the time it feels like.  Gwen runs where you don't get plus mana are HARD, and one of the two almost-deaths was a Gwen run where I got no mana and only 4 spells (the shop was trash and I was dumb and didn't check first). And then a run where Air Blast gets Barrage+Giantslayer, for example, makes Gwen look better even than a bad Ceridwen run.  If the game were extended so that the weaker runs didn't all win anyhow, that would be pretty annoying.