It allowed for a lot more effective ways to threaten someone with imminent doom, as someone down to one max body (like an innocent peasant or someone throughly beaten up) could be reduced to a death count from a single two-point hit from one-handed weapons- which meant if you had a sword up to someone as an NPC, the PC's knew you really -could- kill the person in one shot, barring high-level healers or a surgeon (in either case, you couldn't move the victim more than one step a second). And if you had a bunch of unfortunate hostages, like an entire family...well, it was a lot more effective than "Rush em, I got plenty of Cure Lights.Wraith said:Oo. Now that is a mechanic I like!
I'm actually really comfortable leaving Regenerate out, but mostly put it in there because I figured there would be loud and long complaints if there wasn't an instant fix to every possible condition.Dreamingfurther said:Honestly I don't see how adding a max body reduction mechanic to the game while at the same time adding a "Regenerate" ability to restore max body changes much. It just adds one more layer of complexity and removes the point of inflation one step more.
Where wands are concerned, they are not meant to be an infinitely repeatable damage ability anyway, but have the advantage built-in of always having an elemental carrier. As such, lacking a little utility against hardened targets doesn't seem entirely unreasonable.Dreamingfurther said:As for the armor, well I don't like thresholds in the first place, and if it applied to magical damage (which I think you could just let it not apply to) your forgetting about Wands, which can easily do 3 or less damage.
I'm not trying to say I wouldn't like possible changes but those are the obvious issues that come to mind for me immediately. Also why add back breaching? Honestly I think removing that has helped make suits of physical armor so much more appealing already.