Currently, endurance/willpower has a few problems: One, it's a long-term resource, intended to drain slowly, and recover slowly. But then demigods can get Refresh to entirely negate that, and Avatars get another Refresh even. Two, there are a significant number of afflictions that affect willpower/endurance drain. Afflictions are a temporary thing, and in order to affect the long-term resource that is endurance/willpower, they require very very high amounts of drain or modifiers on endurance that are pretty ridiculous, and then even if you survive, requires the same long time to recover (barring Refresh as above). Three, there is at least one skillset balanced around high willpower/endurance drains (Astrology), that suffers from the same issues as those afflictions, and are compounded even more ridiculously with those afflictions.
Basically, the interaction between endurance/willpower being a long-term resource, and the short-term needs of those afflictions create awkward and unfun situations.
I remember a thread a while back where Estarra proposed removing endurance and willpower altogether. I do support that solution, and I think it would improve the game, but I thought of this change to the mechanics of endurance/willpower that I think would lead to a more interesting mechanic.
- Change endurance/willpower to entirely short-term resources. Lower the endurance/willpower levels to 100 per con/int. So at 20 int, a character would have 2000 willpower, regardless of level.
- Make endurance/willpower regenerate at a rate of 50 per second.
- Attacks and influences will take 50 endurance/willpower per attack, 25 for 1handed warrior attacks, 16 for monk attacks, etc. Basically, bashing/influencing will not cause any drain on endurance/willpower.
- Certain skills will require significantly more willpower or endurance. For example, tumble and equivalents might require 500 endurance, astrology spheres might take 200 endurance and willpower, etc. This allows another avenue of limiting abilities that isn't power or balance/equilibrium.
- Afflictions that drain endurance can drain 50-100 per second.
- Afflictions that increase endurance costs can increase by 2x-3x.
- The above afflictions can then lead to 'endurance locks' while they are uncured, but allow escape a few seconds after they're cured, without requiring an hour of rest or being a Demigod with Refresh.
As usual, the specific numbers can be tweaked until a satisfactory balance is achieved. The primary thing is to turn endurance and willpower into an entirely short-term resource, allowing for more interesting strategies and interactions to revolve around that.
Comments
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
I like the concept, but it needs a few tweaks to your suggestion before it'd be feasible. 200 per int/con would be a far more balanced amount.
Personally I think the whole issue can be fixed by making Kirigami work on a 15 minute timer like wetfold, and restore 15-20% of your total amount. A single hour 50% refresh really isn't enough, and such a change would give people a stable source of WP regen that isn't infinite as to make the Refresh power irrelevant.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
It's basically mana for warrior/monks and yet another layer of mana for casters. I have no idea why you'd want to have to keep track of two layers of mana, as a caster.
End/Will currently have inconsequential impact - those affected by it are pretty much just being griefed for no reason (lol astrology, tarot, dreamweaving). Those who can make it have an impact (warrior/monks with access to the appropriate affs) don't use it much, if at all. I don't see why we want to encourage them to start. What we want to be doing is to remove end/will from affecting (griefing) those skills mentioned - tradeskills, tarot/dreamweaving/runes, astrology. Because as it stands, they serve no purpose but to annoy players.
"But paradise is locked and bolted...
We must make a journey around the world
to see if a back door has perhaps been left open."
-Heinrich Von Kleist, "On the Puppet Theater"
Remove both stats instead. If the stats are left just change the affs targetting them. As I believe things like phantomsphere, weaving, etc have high costs to prevent them from being maintained indefinitely/spammed repeatedly.