I can’t find who suggested mixing physical and magical armour together – but obviously, yeah, I wouldn’t support that idea. My example above was just for physical attacks, but naturally I’d like to see magical attacks also damage a percentage of health while magical armour is still up.
This may make room for buffing the amount of magical and physical armour available, since you’d always be damaged under this system and, for me at least, the 3-way health feature of magical armour/physical armour/real health is key to enriching the strategy in combat. There should be some increased pressure to keep armour in good shape if you’re always being damaged, because once it’s gone you’re even more vulnerable.
The so-called ‘hard CC’ is just the cheapest thing going, and the solutions in the other threads mentioned are not only much better but also allow you to keep playing the game with affected characters.
I wouldn’t even want to see ‘rare’ unavoidable CC in the game, such the chicken spell, or charm. Not unless there was some way to un-charm the character by some straightforward but costly means, such as x amount of attack damage to that character from a friendly character: you must damage them by a certain amount to un-charm them (they lose their health, you lose AP). And most importantly, it remains a choice: always available, no special skills needed, but a significant enough choice for the yes/no to have noticeable cost.
The game is entertaining because it rewards cunning up to a certain degree: this is good. Tackling CC at present involves virtually no wits. Dice roll solutions to the problem only reward stat choices, which don't translate into strategic choices during gameplay. And specialist skills than undo CC only reward those with the money or luck to acquire them.