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There are many types of replacement limbs available in-game with different stats and appearances. The key is to get affected by one of the other specific events first, before you get maimed, so your replacement limb is different from what you would normally get.
See the wiki's Theme[wildermyth.com] page for a list.
Sometimes combat starts with 2 behemoths right on top of your group, and a handful more monsters less than one round away. You're not getting out of that unscathed.
Larger monsters seem alright but mooks move too quickly and hit too hard. You can't prioritize too much because EVERYTHING is capable of taking out a character pretty quickly once they get next to them.
PC tanks really aren't very tanky. Fighters can't take too much more combat than any other class. That, combined with the speed of many of the opposing monsters which can easily run right into the back of your group and engage your mystics, means you can't form a real front line.
The boss fights (at least the one I played on the introductory campaign) have too much of a difficulty spike.
I think also some "tankey" abilities that significantly increase the defender's armor (say x2 armor, x2 chance to block or the like) for 1 turn at the cost of no attacking, and force the enemy to attack.
Even sentinel is a mixed blessing, since jumping forward to make that attack can break up your formation and isolate the warrior either to get jumped or so that he is no longer blocking for the people behind him. I'd like it better if they made the attack but remained in the same place.
The differences between classes right now are mostly in offense, not defense. Although the countering ability of the hunter is a really good defensive skill.