This is likely best kept for classleads, but seeing as how we already finished a round, I'm assuming that it will be a while before the next one. I apologize that I did not think of this in time for the classleads, but it has been something that has bugged me for some time, and I did not know how to begin to address the issue. I'm not sure if this is the correct solution to the issue, but I figured that I would give it a try.
PROBLEM: There exists a broad divide between momentum-based and limb prep-based classes -- that a break in combat resets offence for momentum-based classes, but not for prep-based classes. This ends up providing incentive for limb prep classes to flee combat against momentum classes. Hindering makes this more difficult (but not impossible), but does not solve the core problem: incentive should be provided to limb prep classes to stay in the room in order to achieve their goal.
PROPOSED SOLUTION 1: Provide an additional functionality to RESTORE, such that:
- If the user is at full health, and
- if the user remains at full health for the duration of the channeling, and
- if the user does not have any broken limbs at levels 1, 2, or 3; then
the user's prepped (ie. unbroken) limbs will be reset to zero hits.
Note well: unlike the present use of RESTORE (which would still be in effect to heal level 1 broken limbs), limb damage is healed at the end of the channel time, and not at the beginning. The requirements for maintenance of full health are to make it functionally similar to the use of an editor; this is not something that should be used in the midst of an ongoing attack, but rather at the end or at a pause. Balance/equilibrium would be required but not consumed, and any action would cancel the channel. Channel time should be short, and similar to time needed to heal from a momentum class; while still being long enough for the opposing class to regain balance/equilibrium and attack again in order to stop any restore attempted mid-combat. I hesitantly propose 2-5 seconds.
PROPOSED SOLUTION 2: Like solution 1, but with consumption of balance and/or equilibrium.
PERCEIVED IMPLEMENTATION PROBLEMS: I have never played a limb prep class. I do not know how much time it takes for a limb prep class to execute their offense. I am, however, under the impression that it takes longer to prep limbs than it does to achieve a lock, for example. Or to setup for a reave/catharsis/absolve/broken star. Therefore, it is likely that the speed of execution will need to be looked at, and balanced accordingly. This likely means that the number of hits required to break a limb needs to be reduced.