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Hello,I kind of see how the regeneration thing 'addresses' the issue those three races have, still I feel rather sad that the fix was a 'regeneration nerf'. Personally, I think, regeneration is something you hardly ever notice, at least I don't. Sure, it may give you a few side points on the row, but it's not something that makes you feel 'oh, I got this, so nice', nor something that will be a 'ooh' effect when you get it. I had hoped for something more creative to replace it for all three races. Flavor over function.
The issues regarding the spire are numerous, but with the change to how regen value per level is going to work, your proposed -2/-1/-1 could be a loss of 6%/3%/3% to someone, while 2%/1%/1% to another.This may not be the last time the spire is dealt with in terms of the mechanics, but as this job was handling all forms of regeneration and regeneration penalties, it fell under that blanket to deal with in the fairest way.As is, keeping a small flavour penalty that goes in line with the small flavour gain that spire will now grant living people while active grants it little influence in combat balance. No group should have such a significant edge over another for so little upkeep, consequently no one should be forced to deal with a debilitating malus that requires excessively more work to keep down than it does to raise.Conflict quests that are easy, should have minimal impact, that's how risk/reward works.