VeryAngryFelid wrote:You are suggesting to make spellcaster unable to attack completely.
This is a bit too much in the vacuum, I think. This is DCSS, land of backup weapons, Evo, and potions.
And in the OP I also wrote that MP pool could be enlarged to make up for the difference.
I don't get the comparison to warrior. You already can't cast fireball more than X times anyway. It's like saying, "Do you think warriors should have an attack point pool that they use up to swing their sword, and then have various turns in which they cannot attack because they're out of points and have to run around until a point regenerates?"
In case there was doubt, I meant (2).
However, the more I think about it, the less I am convinced about the advantages of removing MP regen, but for different reasons. It's very exciting to have to calculate the time until you can cast a certain spell. It adds a strategic layer. It's much better with certain characters, however, like Cheib ones that cannot run away and also have massive staying power from AC.
A new species could use it, though. It would be a challenge: you would have limited, but known resources.
VeryAngryFelid wrote:And by the way if the suggestion is implemented, it will lead to greater amount of degenerative play, not to less. I will lure that single goblin 20 tiles away just to make sure that I will be able to regenerate MP after killing it.
Isn't this already optimal play? When I start out a TeAE with 4 MP, I expect to end up killed if I don't lure everything one by one (and AE can hit more opponents at the same time).
I also wonder how many MP used in battle are regenerated and how many were in the pool at the start of combat.