Interesting!
This is the main reason there is no form of permanent wounds in Sil. I'd just be too tempted to restart. It is very similar to the feeling players get when their best items are disenchanted. If this could be avoided, then I'd think both of these are good mechanics, but having this permanent disadvantage on a relatively early character would not be fun for me.
And by being memoryless, it doesn't induce the temptation to restart if you lose a life early.
) I rarely meet the completely risk-free monsters, while in a deterministic mechanic monsters would either be beatable or unbeatable while you try to optimize and adapt yourself and turn unbeatables to beatables - but you won't have the typical "Let us try to assassinate this monster valuable XP, maybe a nice drop and if it doesn't work the stairs are near. Oh my god a group comes down the stairs can I circle around them? Oh no, the door is stuck." situation so common in Sil (at least to me). Simply because even the initial attack is either clear-cut right (fast kill) or wrong (you lose) in a deterministic setting.
I just wanted to mention that your sindar-archer that hopes to make his first bow and arrows in the guaranteed forge (which I usually try to do, because I want to forge arrows later) is far from guaranteed to be able to use it. Of course archery goes well with stealth so you can spend the first levels just searching for a bow without big problems and start killing things only later. Sometimes I even had to leave it with a Naugrim despite only smithing + melee investment (especially when I have no body armor) it is a bigger problem in such cases, but I wonder whether this happens only to me.
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