Igenlode Wordsmith wrote:
> On 28 Apr 2008 Andrew Sidwell wrote:
[snip]
>> - cannot-drop curse. I'm less convinced this is a good curse idea
now
>> than I used to be. (obviously would have to be able to be removed)
>
> Eh? How does that differ from any other curse?
>
> (or has this changed like the ID since the last time I played Vanilla?)
I meant cannot-drop-- rather than cannot-take-off, which is the only
current curse.
>> I have mushrooms of stoneskin, which slow you down (-5) but give a
boost
>> of 30AC for the duration.
>
> Is 30AC worth having for being half-slowed? I suppose if you found a
> dragon mail or something you might wear it even if you were slowed
> thereby -- but I'm not sure you'd bother with ordinary armour that
> slowed you down that much for a 30-AC-point benefit...
Not sure, but I hope to get feedback on that after people have played
with it for a bit.
>>> Some kind of item (?staff?) of Mass Confusion, that addles the brains
of
>>> every monster within sight -- until the effects wear off, of course!
>> I've added this, but I fear it will just turn into another staff of
>> slow/sleep.
>
> In other words, not effective on enough monsters to be usable? :-(
Well, until I get up to making sleep/confuse/scare more effective
generally, yes.
[snip]
>> I believe that there's something that can be done to item enchantment
>> different and better, but I'm not sure this is it.
>
> Well, I rather like the approach (in Ey?) where you *can't* enchant
> items to-damage, so that if you want a bigger-hitting weapon you jolly
> well have to trade up. But it might be considered a bit drastic for
> Vanilla!
Yeah, I love Ey too. :)
>> Ray Dillinger wrote:
>>> You could have poisons that cancel each other out/act as antidotes for
>>> each other.
>> I'm not sure the cost-benefit of this change would be high enough. I
>> was pondering having mushrooms of stoneskin poison you with a special
>> poison as long as your AC was high, but I gave up on that idea.
>
> I can't see people bothering to carry them around on the off-chances of
> accidentally quaffing one of the other kind... or even getting breathed
> on...
>
> A variant (Ey again, I think) implemented alchemy, so that all the
> potions in the game could be manufactured by the player out of two other
> potions, good or bad -- I was never quite sure how logical the
> combinations were, although I was convinced you ought to be able to
> deduce them somehow! Every time you drank a potion you had a chance of
> learning one or other of its ingredients, which, assuming that the
> ingredients thing did work backwards (i.e. Cure Serious Wounds = Water +
> Slowness) provided an incentive for drinking 'bad' or useless potions
> after the first time you'd encountered them. It also meant that you
> tended to learn the recipes for the potions you used the most often, of
> course, i.e. the commonest...
[snip]
I never actually used the alchemy system when I played Ey-- it was too
much effort and wasn't reliable enough for me. (Seems much like your
experience, too.)
>>> A rod of light or frost bolts or something that drains mana every
>>> time it is invoked. Useful to people who don't have the spell, but
>>> for wizards who do, not worth carrying.
>> I'm not sure what that would hold over just a rod of light or frost
>> bolts or something. Unless those rods were only available in
>> mana-draining flavours, in which case the TMJ problem for spellcasters
>> just got worse.
>
> It would have to be something a lot more potentially powerful than
> low-level rods -- and yes, probably a flavour that wasn't available as a
> non-mana-draining rod. New high-level powers that only exist in this
> form, so that wizards *can't* prefer to cast them as a spell.
>
> Might be too powerful as regards non-spell-casters, though, since they'd
> effectively get all the benefit and none of the penalty. Pinching
> another variant idea, maybe those rods should take the cost in mana
> points as far as possible and in an equivalent number of hit points
> otherwise -- so that you can use them even if you have insufficient
> mana, provided you're willing to pay the price...
I don't think it's worth fuzzying up the mechanics of how the different
activable items work.
[snip]
>> I like the idea of healing potions having a significant nutritional
>> value, so I've done that. We'll have to see if it works or not...
>>
>>
>> konijn wrote:
>>> Random thoughts, bash at your pleasure
>>>
>>> * Ring of Rage ( -10 to hit, +10 damage )
>>> * Ring of the Cat ( +7 stealth, -1 CON )
>> Implemented variations on these.
>>
>>> * Potion of Colon Cleaning ( restore CON, STR , put character hungry )
>> Tasteful name. :)
>
> Potion of Purging/Cleansing?
>
>
>>> * Potion of Caffeine ( +10 speed for twice as long as regular !speed,
>>> afterwards -10 speed for same time )
>> Done, but I'd like a more in-theme name. :)
>
> Potion of Mania? Potion of Boost/Spasm/Adrenaline/Overdrive?
>
>
> How about a Potion of Ergot or similar, providing manic speed at the
> cost of hallucinations? ;-)
I'm cautious about adding too many extra items which affect speed and
are ***ulative with haste...
>> dstillwa wrote:
>>> * Ring of the Mouse (-5 dam, +5 stealth)
>> I think this is covered by the above Ring of the Cat.
>>
> Ring of the Mouse sounds more like +40AC, -10 dam... they can't hit you,
> and you can't hurt them :-p
>
> Again, probably only of use to ranged attackers...
Mm. Interesting. :)
--
Andrew Sidwell
http://rephial.org/


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