Search found 17 matches

Saturday, 23rd February 2013, 20:43

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

The problem with these, really, is that crawl already has too homogenous a spell experience. (Yeah, it's better than any other game I've played. But 4 practically identical bolts?) Any new spells should be quite distinct from a purely mechanical perspective. All the corrosion really does (for most ...

Saturday, 23rd February 2013, 20:11

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

I find some of these ideas really interesting; here are my thoughts: Firstly, I don't think know if there can be enough mileage in a single effect to justify an entire spell school - even if all your ideas were implemented. Poison already suffers from this problem. This is why I favour the idea of ...

Saturday, 23rd February 2013, 17:14

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

Please check OP.

Xv

Saturday, 23rd February 2013, 08:11

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

Even for enemies that do use equipment, corroding it wouldn't help unless you corroded it a lot . Reducing an opponent's AC by 1 or their average damage by 0.5 does not make an appreciable difference, and it's plain impossible to corrode something to below -5 (and very difficult to corrode somethin...

Saturday, 23rd February 2013, 08:05

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

One perk with a counter penalty with acid spells would be to cause more damage that is less resistable, but leave little chance of anything behind, drop wise (equipment, or even a corpse; and forget even thinking about a hide). Fantastic idea. Acid spells could have more irresistible damage than co...

Saturday, 23rd February 2013, 07:23

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

Regarding the acid cloud, a lot of enemies use equipment. If it was high powered enough it could also affect magical equipment that are usually unaffected by acid. Maybe it could eat enemy wands too. It would have to be balanced carefully. I've thought about spells and effects that affect enemy equ...

Saturday, 23rd February 2013, 06:45

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

I was thinking that could be used as a spell to cause some damage, and corrode armor and weapons. It will greatly weapons enemies that depend on their equipment. How many times will this come up, though? It'd help clear out orc packs, I suppose, but a lot of the major threats in the course of a gam...

Saturday, 23rd February 2013, 06:38

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

Acid spells are appealing to the player because nearly nothing in the game resists them. The acid elementalist build could just spam the same spells over and over again, and be reasonably confident that they would work to full effect against every significant enemy threat. However, the reason nearl...

Saturday, 23rd February 2013, 06:16

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

[b]Suggestion: instead of berating someone who potentially misunderstood your OP, explaining it calmly might be less likely to discourage similar critiques. So, on to my complaints ;): Heartburn is cool. Nothing I'd head for, and not unique, but I wouldn't mind using it. Water to Acid would Rule in...

Saturday, 23rd February 2013, 05:52

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

Finally, from reading over many of the threads, I should say that many of the regular posters on this forum are very unwelcoming to brainstorming ideas. I am sure that I am not the first to find this discouraging. Conversely, many of the brainstormers on this forum are very unwelcoming to criticism...

Saturday, 23rd February 2013, 04:22

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

No, the spells are a little more subtle than that if you had the patience to actually read! Fat chance of that I suppose. The first one's main effect is to distract the enemy into fumbling an attack. Burping up acid is distracting. The second one has limited applications and could add interesting st...

Saturday, 23rd February 2013, 03:58

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Re: Proposed Acid Spell School

Lots of people have proposed acid spells in the past, usually either folding them into Poison or sometimes as an alchemy-flavored Transmutation. I don't think there's any particular devteam interest in adding acidic spells, though, and certainly not a whole school devoted to them. Thanks for the re...

Saturday, 23rd February 2013, 03:47

Forum: Game Design Discussion

Topic: Proposed Acid Spell School

Replies: 41

Views: 11162

Proposed Acid Spell School

Proposed Acid Spell School Spells of this school use the acid damage type and have a chance of damaging enemy monster's equipment. In addition, these spells could also damage the walls and floor of the dungeon and acidify water. An additional affect of acid could cause monsters to fumble their attac...

Thursday, 7th February 2013, 09:02

Forum: Game Design Discussion

Topic: Proposal: Contingency Spell

Replies: 32

Views: 6727

Re: Proposal: Contingency Spell

It could be implemented as a cascade effect (think MTG) because that was such a fun effect in MTG, right? This would probably not change my spell selection in any way. Unlike the way cascade works in MTG (where powerful spell played into powerful spell is normal - and cascading a 4 mana-cost spell ...

Monday, 4th February 2013, 17:26

Forum: Game Design Discussion

Topic: Proposal: Contingency Spell

Replies: 32

Views: 6727

Re: Proposal: Contingency Spell

How about casting multiple spells in one turn as a God given ability that costs significant piety. It could be implemented as a cascade effect (think MTG) that would randomly cast a memorized spell of a lower spell level of the same school, but favors an exact match. For example, initiating the abil...

Monday, 4th February 2013, 04:48

Forum: Game Design Discussion

Topic: Proposal: Contingency Spell

Replies: 32

Views: 6727

Re: Proposal: Contingency Spell

Two problems: #1: Contingency in the D&D variants you're using for inspiration is hilariously broken. Any mid-level magic-user that isn't hobbled by a limited game engine or intentional DM interference can easily use it to become functionally impossible to kill. #2: There are virtually no spell...

Monday, 4th February 2013, 03:52

Forum: Game Design Discussion

Topic: Proposal: Contingency Spell

Replies: 32

Views: 6727

Proposal: Contingency Spell

Hello, I'm new to this forum. I just thought I'd throw out an idea. This idea for this spell comes from the game Balder's Gate 2. Contingency Level 6 School 1 Charm School 2 School 3 Tag line: It is always good to have a backup plan This spell allows you to have up to four spells and 15 spell levels...

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