Search found 17 matches

Wednesday, 9th November 2011, 17:47

Forum: Crazy Yiuf's Corner

Topic: Why rename Kenku to Tengu?

Replies: 43

Views: 10268

Re: Why rename Kenku to Tengu?

Crawl tries to be as faithful as possible to standard myths and legends, and should shun any modern game concept in case that a previous similar idea exists . Well, Stone Soup tries at least. Linley was pretty happy to take a lot of stuff from D&D direct. --Eino In this case, "tries" ...

Saturday, 29th October 2011, 19:54

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 35672

Re: "Give Mountain Dwarves the axe"

Since we no longer have Mountain Dwarves for them to be overly similar to, can we bring Hill Dwarves back?

Thursday, 27th October 2011, 12:41

Forum: Game Design Discussion

Topic: "Give Mountain Dwarves the axe"

Replies: 200

Views: 35672

Re: "Give Mountain Dwarves the axe"

Would have rather seen minotaurs go. Hard to see how labyrinths (revamp after revamp, they remain a boring vault type) are a point in the minotaur's favor.

Saturday, 15th October 2011, 17:29

Forum: Game Design Discussion

Topic: Troll Leather Armor drops

Replies: 28

Views: 6300

Re: Troll Leather Armor drops

Rock troll: give both the monster and the armour corrosion resistance?

Saturday, 15th October 2011, 17:28

Forum: Game Design Discussion

Topic: Troll Leather Armor drops

Replies: 28

Views: 6300

Re: Troll Leather Armor drops

There was some pre-Tavern discussion of the additional dragon armours. Quicksilver was something like AC +6, EV -0, resist slowing (RSlow was still in the game then), which seems about on par with pearl armour these days for endgame quality light armour. These days a fun brainstorm might be AC +?, E...

Friday, 26th August 2011, 02:25

Forum: Game Design Discussion

Topic: Branch ends and their rewards

Replies: 63

Views: 8588

Re: Branch ends and their rewards

The D:14 lock significantly increases the impact of the RNG witholding poison resistance. I've done Snake:5 without rPois with an endgame-level character with teleport control, but unresisted poison arrow on a midgame character is a bit much.

Sunday, 12th June 2011, 21:50

Forum: Game Design Discussion

Topic: Nerf teleport control

Replies: 25

Views: 2251

Re: Nerf the no-brainer spells

True heavy armor users are probably equipping the ring on a situational basis, but since they're likely to have high evocations anyway they wouldn't be much worse off with an evokable teleport control than with the current system. Heavy armor specialists are not an exception to me: they are what I ...

Sunday, 12th June 2011, 17:27

Forum: Game Design Discussion

Topic: Nerf teleport control

Replies: 25

Views: 2251

Nerf teleport control

The ring of teleport control would take its place alongside levitation and invisibility as an evocations-triggered effect, which must be triggered in advance rather than turned on and left that way. Perma-CTele is too good for many of the same reasons perma-Inv would be. For practical purposes, the...

Wednesday, 8th June 2011, 03:04

Forum: Game Design Discussion

Topic: New portal idea: haunted forest

Replies: 13

Views: 1950

Re: New portal idea: haunted forest

Galefury wrote:The problem with a forest maze is that you can just put on rF and burn it all down.


ADOM's solution was flavorful: if you try this, every tree in the forest becomes a hostile monster.

Tuesday, 7th June 2011, 16:38

Forum: Game Design Discussion

Topic: Do Berserkers need to be nerfed?

Replies: 29

Views: 2252

Re: Do Berserkers need to be nerfed?

Actually weapon gifts are considered to be nerfed too. He might very well gift only anti-magic branded weapons. The existing behavior is fun, but absurd, and could be tuned simply by increasing Trog's gift timeout. Trog-worship seems more about killing things in general and mages in particular, tha...

Tuesday, 7th June 2011, 15:43

Forum: Game Design Discussion

Topic: Do Berserkers need to be nerfed?

Replies: 29

Views: 2252

Re: Do Berserkers need to be nerfed?

Wow. I hadn't even noticed that berserking had become useful for running away, because previously trying to do that was quickly fatal. (Berserk expired after three steps or so, leaving you slowed and still next to what you needed to run away from.) It had hit my "don't do that" book. Resto...

Friday, 20th May 2011, 11:14

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 8591

Re: Felids

Extra lives would be more a finite strategic resource and less a shortcut for lazy play if felids weren't already strong enough not to need the extra lives. (Make the felid game, you ARE going to die a few times. Choose when carefully.) Perhaps take away their swiftness (they play a little too sprig...

Wednesday, 11th May 2011, 03:51

Forum: Game Design Discussion

Topic: Make non-Fiend 1s more dangerous

Replies: 15

Views: 1578

Make non-Fiend 1s more dangerous

With the exception of the Executioner, the 1s that can't torment aren't in the same league as the 1s that can. So this is a family of buffs to the non-Fiend 1s. Balrug: upgrade fireball to hellfire, permanent ring of flames Blue Death: permanent invisibility, upgrade summon bolt of cold to freezing ...

Wednesday, 11th May 2011, 03:15

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 8591

Re: Felid is not a good race

The extra-life mechanic is interesting because it can make an interesting choice between using rare consumables and dying. Zot as a felid is going to be interesting because on jewelry alone you probably won't have your resistances as covered as you like, and the inability to use wands of healing, ha...

Tuesday, 26th April 2011, 15:42

Forum: Game Design Discussion

Topic: Add a way not to spend mat. components if they are in hand

Replies: 3

Views: 611

Re: Add a way not to spend mat. components if they are in ha

The correct tactical decision is to run for the upstairs, using the newts to buffer your retreat from the ogre.

Monday, 18th April 2011, 23:04

Forum: Game Design Discussion

Topic: Cross-school spellcasting is too easy

Replies: 72

Views: 11364

Re: Cross-school spellcasting is too easy

Radical but straightforward countersuggestion: Make all spells single skill. Rebalance as needed by bumping now-overpowered, formerly multiskill spells (e.g. mephitic cloud) to a higher casting level. Prune away any skills left underpopulated, and the corresponding starting backgrounds. High enough ...

Monday, 4th April 2011, 02:47

Forum: Game Design Discussion

Topic: Miscast test results.

Replies: 4

Views: 804

Re: Miscast test results.

The severity of a miscast is of course highly situations. For Necromutation, arguably only the mutation was truly bad. As for slowing and agony, one rarely casts Necromutation in a dangerous context: one casts it once in relative safety, and then use Extension. LCS on the other hand is a combat spel...

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