Search found 8 matches

Tuesday, 16th April 2013, 01:36

Forum: Game Design Discussion

Topic: Make Ds mutations more gamechanging

Replies: 78

Views: 20262

Re: Make Ds mutations more gamechanging

I don't think copying existing mechanics is a good idea. Plus this is much stronger than any of the existing mutations, and should be balanced better (gamechanging doesn't have to be broken). While I cannot argue that copying existing mechanics is good, the suggestion was in no way unbalanced or br...

Sunday, 14th April 2013, 06:45

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 78595

Re: Discussion: Improving Skalds

I agree with Wahaha. I doubt the flaming and freezing brands are too good to give a XL1 character. It would address both the Skalds having no level 1 charm spell and them not having enough mana to buff themselves multiple times. Aside from that, the spells available in the book of war chants are kin...

Sunday, 14th April 2013, 06:04

Forum: Game Design Discussion

Topic: Make Ds mutations more gamechanging

Replies: 78

Views: 20262

Re: Make Ds mutations more gamechanging

Non-combat body slot brainstorming: Digitigrade posture - You possess (slightly/*/very) elongated foot bones. Disables boot slot at ranks 2 and 3. Lowers movement delay by 1/2/3. (For reference, dogs, cats, etc. have digitigrade posture. Bulbous brain - Your brain is big/abnormally large/freakishly ...

Saturday, 13th April 2013, 07:06

Forum: Game Design Discussion

Topic: Jewellery Rebalancing

Replies: 21

Views: 6858

Re: Jewellery Rebalancing

Part of the problem with the "near useless" jewelry is all the micromanagement it takes for certain things. Ring of regen and ring of sust are cool and all, but switching them in and out to get their meager benefits is the type of grinding hassle that DCSS seems to try to avoid. Anyone str...

Saturday, 6th April 2013, 20:46

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 28294

Re: Random gods revisited

Ego brainstorming: * attacks cause static discharge; rElec. * attacks while berserk have higher accuracy and steal life (same as vamp brand), while not berserk you take some damage when attacking. * "sighing" brand: adds nothing but regular *sigh* messages to the event log. Any scroll of e...

Sunday, 31st March 2013, 23:58

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 28294

Re: Random gods revisited

Ah I see what you mean now. I didn't really grasp your usage of tags before. I do like the idea of trademark powers and the list you have going. I'll try to throw in a few more, but I can't speak for how codeable or balanced they are. Blood magic - 25-100% (grows with piety) of the player's MP is co...

Sunday, 31st March 2013, 18:54

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 28294

Re: Random gods revisited

Randomly generated gods is a great idea that really belongs in DCSS. I agree that unless they are a god of chaos they should follow some sort of theme, and the player should be able to get a decent grasp of the type of things they offer by their altar description (as mentioned by Bim). That said, on...

Sunday, 31st March 2013, 06:05

Forum: Game Design Discussion

Topic: Make Ds mutations more gamechanging

Replies: 78

Views: 20262

Re: Make Ds mutations more gamechanging

As a long-time DS fan (first-time caller, hah), I'd love it if DS mutations were a bit more dramatic. Right now DS gets some interesting and useful mutations, but the majority of them are just small bonuses that don't heavily influence how a DS character is played. I'd really like it if every DS cha...

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