Quoting Martimus, reply 32I like the idea of having to bring down the beasts HP to under 10 or so before you can tame it. That mechanic works relatively well in XCOM. That would make low level beasts easy to tame, but force much more effort to tame higher level beasts.
This comes to be an interesting option too. Thinking about it, I would change the threshold to mmm...25 HP?
This way, low beasts are tamed without need of attacking them (and probably kill them...bye bye fun)
For medium beasts, one or two hits might be needed, and big beasts would require a proper army to deal with, and more strategy to keep them (and yourself) alive and ready for the tame. A fair price to pay for a big beast.
I'll add it to the list
I must confess, I have no idea how basic HP reg is calculated exactly but a beast with 20/100HP feels like I need a rest for 5 turns (epic). Healing it during an easy combat might work but thats 10 heals (maybe 8 with enough shards) resulting in something like 50-100 mana... 1 mana/turn upkeep doesnt sound so bad anymore
Unlike the aliens in XCOM beasts in FE (at least the better ones) are quite limited and accidently crit-/maul-killing an umberdroth would realy be a shame. Also unlike in XCOM there is no hunker-down option to pass a turn without counterattacking.
But I guess the most importent point why I dont like the idea is that this is about taming a beast so that it will join your side in the next battle not stunning an enemy to drag him into a holding cell for interregation. Somehow it feels wrong to start your new alliance by beating your future friend almost (or accidently) to death. When I first saw the profession I was glad that it was a beastlord instead of a beastmaster and that the skill was called taming not enslaving otherwise I hadnt even tried it becasue if I want to play an evil slaver there are better options (or worse? well more evi onesl ).
The idea was to come up with something to keep the chance for fail taming to fail higher in the past sov lvl 10, right?
chance to resist = sell mastery - spell resistance
chance to resist = base spell mastery + (spell mastery - base spell mastery)*1/beast lvl - spell resistance
Now the higher the beasts lvl the more of your boni for spell mastery you loose, In fact as long as you stick to beasts of your lvl the +3 spell mastery/lvl gets reduced to a fix 3 (total of 73) and only additional traits (prodigy) and items will bring you above 73 but also with reduced effect.
Not sure if that is doable without hardcoding though.