Search found 160 matches

Thursday, 19th November 2015, 03:50

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 31109

Re: Proposal: Hyperphase, a flavorful Translocations L9

There's also the fact that increasing your sight range is a terrible nerf. Au contraire. It means your CBlinks can go much further, and you can target past walls (assuming your LOS is the union of all tiles seen by each phase position), while being protected to an extent from their attacks. (You do...

Thursday, 19th November 2015, 03:29

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 31109

Re: Proposal: Hyperphase, a flavorful Translocations L9

So it's a level 9 spell that doesn't help you do damage, only helps your defenses in circumstances where you could controlled blink away anyway (I have a hard time believing you would take less damage in a ziggurat), and gives you access to an instant uncontrolled blink. I think you need to reconsi...

Thursday, 19th November 2015, 02:02

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 31109

Re: Proposal: Hyperphase, a flavorful Translocations L9

@Duvessa, The utility would be situational defense. Where n is the number of presences, there will be a ~2/n? chance of a projectile or attack or trap etc actually interacting with you. Damage of this interaction will also be reduced according to the number of phases you have at the specific point i...

Thursday, 19th November 2015, 00:36

Forum: Crazy Yiuf's Corner

Topic: Proposal: Hyperphase, a flavorful Translocations L9

Replies: 112

Views: 31109

Proposal: Hyperphase, a flavorful Translocations L9

Hyperphase would be a L9 Translocations spell which would function as follows: Description: "This spell, the last work of Golubria, either rends space around the caster or rends the caster around space - it is impossible to tell - causing them to appear present in multiple locations around thei...

Wednesday, 18th November 2015, 20:27

Forum: Game Design Discussion

Topic: HD and polymorph

Replies: 57

Views: 16522

Re: HD and polymorph

How about making polymorph work like new level creature generation? eg most of the time you get something level appropriate, but occasionally you get something OOD. so, uh... the game would not care whether you're polymorphing an orc or an orc warlord, the results would be the same? and if you poly...

Monday, 26th October 2015, 19:54

Forum: Game Design Discussion

Topic: Merge Warper and Arcane Marksman

Replies: 2

Views: 1176

Re: Merge Warper and Arcane Marksman

Wr and AM starting are really quite strong and very different , I think you'll find. This comes from playing piles and piles of Wr, and a few AM games with the newest book. Wr has Blink and Apport, which are very good already for obvious reasons; Shroud of Golubria makes Wr melee much more survivabl...

Friday, 16th October 2015, 19:23

Forum: Game Design Discussion

Topic: Vehu Spell Gifts

Replies: 33

Views: 9556

Re: Vehu Spell Gifts

Veh had ought to be able to grant you the use of the spells he offers without memorizing them. Piety cost to forget spells you asked to remember divinely. Up to (3+invo/3) spell levels can be divinely memorized, perhaps? Or a piety dependence. But this would let you work the spells without spending ...

Thursday, 5th March 2015, 01:29

Forum: Game Design Discussion

Topic: Spell proposal: Stasis field

Replies: 21

Views: 7266

Re: Spell proposal: Stasis field

That's strange. I had mentioned the idea ("the idea," informally, of having Silence-like Stasis) in an S-Z tileschat a couple months ago ... with exactly the same name. ... but I'm glad someone posted it! (I wouldn't have thought to ...) :mrgreen: The original motivation I had for the spel...

Saturday, 28th February 2015, 21:15

Forum: Game Design Discussion

Topic: Ogres best friend GSC

Replies: 41

Views: 9641

Re: Ogres best friend GSC

There are very, very few cases where I would actually want to knock back an adjacent monster if I am a species capable of wielding a giant club. In 0.16, we have collision damage. If you're righting a line of monsters, knocking them back into each other ends up stunning them repeatedly, letting you...

Thursday, 26th February 2015, 22:55

Forum: Game Design Discussion

Topic: Ogres best friend GSC

Replies: 41

Views: 9641

Re: Ogres best friend GSC

Here's a thought: Give GC (and ONLY GC) eVokable knockback attempt. The attempt would have lower to-hit / damage (considering you'd need to aim on the target and hit them directly to get them to move), but would act somewhat* like melee-range Force Lance. The rationale for giving ONLY the Giant Club...
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