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What if current health limited current max stamina?


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What if current health limited current max stamina?

 

If you are at one health, why would you be able to be totally "refreshed" and ready for battle?

If you are low on health your max stamina would be reduced by a little. (Say max of 50%)

By the time your health heals up, your max stamina would be back to normal.

 

It would make health a bit more important as a statistic in subsequent fights.

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That would nullify the whole point of the system then. Breaking it up into Stamina and Health is to allow you to come down to "almost defeated" in every battle, and yet still fight several battles each day without the presence of a method of healing your body other than resting. If your maximum Stamina goes down along with your current Health, then you'll fight maybe one third as many battles each day, probably getting us pretty close to the one-and-done adventuring that the system is meant to avoid.

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What if current health limited current max stamina?

 

If you are at one health, why would you be able to be totally "refreshed" and ready for battle?

If you are low on health your max stamina would be reduced by a little. (Say max of 50%)

By the time your health heals up, your max stamina would be back to normal.

 

It would make health a bit more important as a statistic in subsequent fights.

If you're willing to do this, then you may as well make Health damage impact other attributes as well, such as Strength and Dexterity. The Drakensang/RoT cRPG uses a system where you can get up to four wounds, with each decreasing a number of stats. Of course, in that game you have an available means of repairing wounds during combat. Perhaps the developers didn't want to go too far in that direction? Those injuries do tend to significantly cripple the combat capabilities of the wounded character.

Edited by rjshae

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That would nullify the whole point of the system then. Breaking it up into Stamina and Health is to allow you to come down to "almost defeated" in every battle, and yet still fight several battles each day without the presence of a method of healing your body other than resting. If your maximum Stamina goes down along with your current Health, then you'll fight maybe one third as many battles each day, probably getting us pretty close to the one-and-done adventuring that the system is meant to avoid.

 

Its already a case of diminishing returns. Damage taken affects both Stamina and Health, with only Stamina regenerating. For example, your level one mage has 20 Stamina and 10 Health. He takes an arrow to the knee that causes 10 Stamina damage and 5 Health damage. The next turn he takes another arrow for 10 Stamina and 4 Health and passes out (lol). The rest of his buddies kill the archer and the mage pops tall, regenerating all his Stamina but none of his health. The next encounter he gets hit by a flicked booger and drops dead.

 

That sounds awesome.

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I dont think it defeats its purpose...but a few things need to be defined

 

If all attacks you recieve only subtract from your stamina first and only if stamina is empty THEN from your health, I see your point. However, if attacks do damage to stamina and health at the same time, than I dont think it makes much of a difference other than increasing the difficulty and making it necessary to have full health whenever possible.

Even in the first case, it only makes combat more difficult, as you have fewer regenerating resources left after each battle where you take health damage.

 

Compare it to old IE games, hit point damage did not heal anyway and if you could not heal up, every combat got more and more risky of losing someone

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However, if attacks do damage to stamina and health at the same time, than I dont think it makes much of a difference other than increasing the difficulty and making it necessary to have full health whenever possible.
That is exactly why it defeats the purpose. The entire purpose of the dual-health system is so you can have multiple fights per day at full fighting strength.

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However, if attacks do damage to stamina and health at the same time, than I dont think it makes much of a difference other than increasing the difficulty and making it necessary to have full health whenever possible.
That is exactly why it defeats the purpose. The entire purpose of the dual-health system is so you can have multiple fights per day at full fighting strength.

 

I'd say a very significant purpose of the dual-health system is more to balance the high-level per-rest resource management in strategic and tactical combat for all classes instead of spellcasters only. Both the stamina and spell "refractory period" mechanics serve to allow usefulness in any individual combat situation, but overall, the health bar combined with lack of healing mechanic (spells, potions) is the lynchpin design to balancing resource management, at least the way I interpret Sawyer's proposals.

 

Mechanical synergy is elegant design...

 

* Health = rest only (all classes)

* Stamina = per battle, regens up (melee/ranged classes)

* Cooldown = per battle, times out (caster classes)

* No real healing spells/potions in the traditional sense

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That would nullify the whole point of the system then. Breaking it up into Stamina and Health is to allow you to come down to "almost defeated" in every battle, and yet still fight several battles each day without the presence of a method of healing your body other than resting. If your maximum Stamina goes down along with your current Health, then you'll fight maybe one third as many battles each day, probably getting us pretty close to the one-and-done adventuring that the system is meant to avoid.

 

Its already a case of diminishing returns. Damage taken affects both Stamina and Health, with only Stamina regenerating. For example, your level one mage has 20 Stamina and 10 Health. He takes an arrow to the knee that causes 10 Stamina damage and 5 Health damage. The next turn he takes another arrow for 10 Stamina and 4 Health and passes out (lol). The rest of his buddies kill the archer and the mage pops tall, regenerating all his Stamina but none of his health. The next encounter he gets hit by a flicked booger and drops dead.

 

That sounds awesome.

 

That post was awesome. :yes:

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However, if attacks do damage to stamina and health at the same time, than I dont think it makes much of a difference other than increasing the difficulty and making it necessary to have full health whenever possible.
That is exactly why it defeats the purpose. The entire purpose of the dual-health system is so you can have multiple fights per day at full fighting strength.

 

Well that's really the important detail. If if normal attacks do damage to health and stamina, then yes, it would defeat the purpose of the dual system. However, if only critical hits and the like affect health (so losing a point of health is relatively rare) then it would make more sense to have stamina level loosely tied to how healthy you are at the moment.

 

Mostly I bring up the question because I always thought it was funny that when you had 1 hit point left you were just as effective as when you had 100.

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