KoboldLord wrote:None of those issues sound important enough to even consider, much less important enough to justify introducing a bunch of special cases.
Really, the heal wounds wand isn't important to most characters at all. You usually won't find one in the early game, and in the late game it's mostly good for stalling while waiting for your teleport to kick in. It isn't like having an estimated 25 extra charges of haste that don't even cost mp. Heal wounds wands are nice enough to carry around on almost every character, but they're only a game balance issue when they show up very early, for instance at chargen.
I dont' see what bunch of special cases you mean. I only suggested one special-casing: heal wounds wand can't be recharged. The other tweak is because if I simply suggested that and didn't adjust the heal wounds wand probability, then heal wounds from a wand would have so little probability as to just make it redundant. Currently it is so rare because it can be recharged.
Secondly, the game balance issue when they show up very early is one of the major problems being addressed.
Thirdly, Mu not being able to heal at all sounds pretty bad to me. Also, I would hesitate a lot to sac evocations on any Ru character if that means my only source of heal wounds is gone. I don't know about you.
You may or may not agree with my proposal, but please accept that I have considered the edge cases carefully, instead of just saying "let's just do this" because it is simpler and ignore the problems. I think my proposal is hardly too complex. It can be stated in one sentence, the topic of the thread.