Just to be clear, I'm not trying to start a fight. I'm trying to discuss what I think is a cool but difficult-to-define topic. I presume that if someone is willing to post their ideas publicly, they aren't looking for high-fives and hugs, so I'm going to criticize and comment openly.
The Magic Arc is very far away and deals exclusively with magic spells.
Far away, yes, but
MAGIC: There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.
implies to me that the magic arc is explicitly not just about casting spells. Also, it's unavoidable that some magic is implemented before the magic arc is truly developed for things like artifacts. This could mean some sort of temporary tags to make fluid foes possible, though I'd rather see a system that is general enough to be consistent with the material raws and whatever magic system Toady whips up.
Anyhow we already got Materialmen and Semi-Liquids (Solid creatures with Gooey insides) and some of the other aggregates. Liquid and Gas creatures are a natural extension
Along with Plasma and Supercriticalfluid creatures. I just think it's a little silly to say, OK, the creatures are divided into two kingdoms: normal creatures, with developed, detailed body parts and physically accurate interactions with their environment; and magic bags with their own special set of rules. If you just implement water elementals, you have to start considering every special circumstance they can encounter - do they ever change states? Does changing states kill them? What if you throw a contaminant on them - does it become part of their body, or does it sit on top? Would salt kill it? If a water elemental lost some of its mass, can it get it back by jumping in a pond? Would a river empower or obliterate it? How does it know when it is dead? Mass loss, maybe, but it could just shrink or break up into smaller elementals. Integrity loss, maybe, though you'd be setting yourself up for all of the possible consequences there - how do you gain integrity? What is integrity - is it some sort of super surface tension, or is it magic? If it is surface tension, can you kill it with soap? If it's magic, how do you kill it without using magic yourself? How does it kill you? Body slams? Drowning? How does it move? Does it float? Is it an embodiment of flowing or stationary water?
Sure, Toady could program in a hundred tags to deal with every exception. But those are the questions for only one type of creature. I don't thing many of the tags could be generalized so that I could make a fire elemental, or a wind elemental, or a spirit of darkness. You'd end up with tags like [ALWAYSBURNING] and [AFRAID_OF_SOAP] and [STRONGER_IN_SHADOWS]. If elementals are must-have, they should just be hardcoded until generalizations can be discussed in terms of spheres (which I think magic will be governed and related to). In the mean time, I think we can make do with the updated raws, as they seem incredibly flexible and the end user wouldn't notice much of a difference anyway until the magic arc is properly implemented.
This topic is only dealing with those without the means of recollecting themselves once seperated from their bodies, except through healing or through lengthy dedicated actions
That's simply not distinct enough from normal, solid bodies to warrant a difference. If I chop a rat with a sword, it is killed. If I chop an elemental with a sword, it is killed. Same thing. If I hit an elemental with a sword, and fail to run it completely through, does it sustain no damage? If not, then it's again the same thing.