» Tue Sep 20, 2011 1:39 pm
As far as magicka regeneration goes - definitely in favour of. The old D'n'D system, with being forced to either quaff gazillions of potions to act as a spellcaster, or having to actually 'rest' - take a rather annoying time out from any action, just to 'enable' casting again, does not work well in computer games at all. Besides.. magic permeates the world of Tamriel throughout, however - it is not a 'superepicomgawesomesaucewtfbbq' as, for example, the magic of Tolkien's LotR world - in Tamriel, being a spellcaster is not that terribly impressive in itself, and neither does it automatically mean there's any true power to the spells. Thus it makes sense to have a rather free, fast-flowing magic system, which stands as an equally potent alternative to melee combat in terms of fluidity or progression...
For health regen.. Well, there's really a few things to consider - one, what's the actual regen rate? Is it fast enough that you noticeably gain back all health whilst in combat? Is it slow enough that you have to use health potions? Another issue, there are (at least, I assume that there will be) spells that take care of healing, so it's (again) not as if health was an extremely precious resource or anything... (And I'm willing to wager that there will be at least one dragon shout that regenerates / fills / boosts your health).
And finally, at the end of the day, whatever system is implemented for these two things, it has to be consistent with the internal game world, and be actually fun. So long as it doesn't make things too easy, or encourage non-engaging gameplay (example - hiding behind a rock all the time and strafing out once per minute to fire an arrow, then ducking back behind rock and cower), I'd say that there's nothing wrong with regenerating health and magicka - it's all a question of rates, really.