So I was thinking while I was at work today. Why is it a mage uses his mana to cast spells, but melle really gets no penalty for their abilities. I think moves should play a bigger role with melle. I know some of the damage output they can do is crazy. Wanna kick dirt. Should cost some moves. Want to bash...should cost some moves.
Nobody is suggesting an obscene amount, but I think these actions should tire out the melle a little.
They have an EQ dependance mages do not have. Below that threshhold melee really arent a threat without there also being a skill gap. Adding in a reliance on HP, Training, and MV would weaken the "top 1%", but it would also weaken the low end alot more. I personally think that once your hit dam EXCEEDS a certain amount you should run risks like what you are suggesting. The harder you are hitting, or more often, the more exhausted you are gonna be. I just dont think the ogre hunting at level 10 should have to sleep every 12 hours for 12 hours to regen mana so they can kick dirt.
If it were to go in this direction, personally I would be more inclined to see a melee attack take mana over moves. This would also create an advantage for some of the more intelligent mid-size races and a disadvantage for some of the giant-races that are more popular for melees.
Then do melee get something akin to meditation and trance when applicable?
I really think that this just isnt something that is necessary. I understand the thought process behind the suggestion, i just dont think adding another reason for people to avoid combat for x hours is a good thing overall.
That would be exactly the point of what I said. It would actually serve as a disadvantage for stupid melees (i.e. giants, which have all the melee advantages) and an advantage for smart melees (i.e. medium and lower-sized races, which currently suck in most cases for melee classes).
I think the answer is give incentives to play smaller melee as opposed to handicapping the standard melee races. Doing something like this greatly empowers savants, psis, anyone who can cause the drained effect, makes capping standards a pain because of that as well, anyone with energy drain, makes the nexus cabal light tier 1. It also weakens wm because most of their skills do require mana, weakens monks, blms, shield wars, dev zerks across the board because of the berserk skill, hybrids like dks, and pallies lose viability because you are adding additional drain on mana. I do understand why you're suggesting it, i just think trying to curb the dominance of giant races in melee you are catching a lot of classes that don't need any nerfing in the crosshairs
Personally id like to see something like weapon finesse. Make wars have to choose using str or dex as a selectable. Make it have a similar function to shadowdancer
I think it would be interesting to see a reworking of melees and spellcasters to address some things that could possibly be improved upon. For instance, disarming and noremove weapons.
It seems to me (would love to hear others opinions) that the goal is to get a noremove weapon. They are the most sought after weapons and essentially render a skill for many melee classes useless. As a spellcaster, losing your weapon generally means you've lost all defense and your about to feel the hurt.
How could we adjust this?
What if we give spellcasters a spell that for a period binds the weapon to their hands and makes them resistance (not immune) to disarming? Similarly non-spellcasters would gain a skill that would perform a similar function. Then we could remove most noremove affects from weapons and then recalculate points on all those weapons.
This would make a wide swath of weapons that are typically ignored or avoided because of how easily they can be disarmed, very viable again without having to sacrifice points to obtain that coveted ability.