In the current form, I am against it. Without taking into consideration how exactly concentration works, this is a good attempt but little more.
At the moment spell casting is already interrupted. The interruption happens if the amount of damages dealt in a blow is equal or greater than 30% of max HP of the victim. We can tweak this value.
If taken into consideration that mages can wear heavy armor (and even should be able to, unless there is a general objection against battlemages), 30% of HP in a single hit might be too much (but that depends on how the HP growth, Heavy Armor Skill of the Defender and the Weapon Skill and maximal Damage value of the Attacker behave as functions) to interrupt a caster in heavy armor and too less for casters with no to little armor as Boni said before.
Please note that the poll is about stopping spell casting with ANY AMOUNT of damage, even 1 hp. Does a 1 hp make a difference if you have 1000HP in your concentration?
Which is why I voted no.
How I would do it (and why it would not work)
- Take into consideration how magic works in terms of settings: different ways, schools, spelltypes, glyphs, rituals, magical areas, spellcasting
- Take into consideration how spellcasting can be implemented in terms of engine
- Take into consideration how physical combat and combat moves work in terms of engine
- Take into consideration what combinations of skills, stats and equipment is possible or should be possible in accordance with point 1 and 2 on both the attackers and the defenders side
- Create a model with a lot of variables on how the interruption should work
Possible variables:
- Defender: Equipment used Armor skill, Way skill, Combat Stance, Combat Moves, special Skills, racial threads, applied effects, HP, Stamina, Concentration, kind of damage sustained
- Attacker: Equipment used, Weapon Skill, Combat Stance, Combat moves, special skills, racial threads, applied effects
- Environment: Area effects
Design imperatives: It always should be possible to counterattack, negate or negatively influence actions of the opponent with a good likelyhood given both combatants are within the same skill range, have the same access to items, sources of tria and pp and trainers. Compromises between offensive-defensive abilities should be possible to cover various character concepts like Battlemages, Monks etc.
Currently, the balance of items, stats and the likelyhood of getting a spell interrupted is unstable. I know that testing involves osicallating around the perfect solution at times, but I would like to suggest to use a good descriptive model before going from one imbalanced state into another.
