Just a couple of discussion points I want to bring up for evaluation:
The following line leads to my first discussion topic:
All combat maneuvers (skils such as disarm, ..bash, stun, etc.) and all spells are allowed except those spells that cause instant-death (e.g. disintegrate, power word kill).
Before I begin, I want to point out that I have little invested in this, Zorinar does not use death spells in combat against players. Anyway, here are some thoughts.....
I am a mixed bag on this rule. On one hand I understand that these spells end the fight right then and there and dying from one cast is extremely annoying. I have been subject to disintegrate spells and it usually only takes two of them to do me in. But I would also like to point out that Jarris's Harm spells do even more damage than domain ranked disintegrate spells do to me. So, following that line of logic, banning some spells would also beg the question, well why aren't other spells banned too? How about a hold spell? If you cast a hold spell on the other, the fight is done. That is, in my opinion, even more annoying that getting hit with a death spell. To have to sit there and watch the other person slowly kill you while you can do nothing at all is very frustrating and the result is the same as if they cast phantasmal killer at you.
On another line of thought: the death spells are why the wizard is feared and why you should think twice before wanting to fight one. That fact can be a role play point in it's own right. I guess in the end, I feel that this limits what a wizard CAN do with spells and spells are what define them.
Getting hit with a death spell does kind of end the role play but.. the roleplay should have been played out before you ever get to the fight in question.
Secondly, I have never done this but suddenly after reading the new rules I wondered about it.... specifically this:
Remember that PCs revert to the lowest killmode of any PC involved and do not abuse this fact (e.g. a wizard setting his killmode ....to spar while fighting a ranger in order to slow the ranger's melee is not acceptable).
Suddenly I wonder why it is not acceptable for a wizard to enter killmode spar in the fight. The logic is the following: When a wizard and a fighter type engage in combat, the mud automatically choose the melee speed which is much faster than a wizard could keep up with by hand typing spells to cast. The wizard is forced into the melee combat. Is this not favoring the fighter over the caster? Usually two rounds go by before I get my first spell off. What if the caster does not want to fight with weapons but only cast spells. In D&D the casters cant engage in melee while casting anyway. Now some people use this to an even greater advantage against a wizard. They know that if they disarm a wizard, the mud still forces them to attack with fists and now they get attacks of opportunity against the wizard when ever they throw a mud automated punch each round.
Another thought: lets say someone puts up a fireshield and you don't want to hit it.. .so you stand back and cast spells at them? Kill mode spar would suffice. As I understand it, the current method used is for the caster to wield a weapon they have no training in to ensure they miss their hits. Kind of lame and it's somewhat playing to the code but I have seen it.
Why not killmode spar? It does slow the fighter down but the caster isn't benefiting from increased speed either, they are only getting to be able to pull the fight down to a human speed. They need to supply a target with every spell they cast in this mode which requires extra typing anyway. (unless its an area spell)
For the most part I see these rules as trying to keep a wizard in check here on the mud compared to the fighter type classes. I understand that wizards are powerful here and I understand the concern. However lets not forget the cleric class which becomes only ever more powerful with any rule that limits wizards abilities.
Anyway those are just some thoughts for the day. Have a good night.
Zorinar