Pandemonium Purger
Posts: 1283
Joined: Thursday, 16th April 2015, 22:39
MP/energy
This makes more things relevant to melee tanks: Int, MP, eyes of draining, but not silence.
It also makes fighting skill less relevant to blaster casters, but physical attacks become less reliable backup for MP depletion.
- Reinterpret MP as energy.
- Intelligence boosts max MP, but fighting/sc/invo/evo have no effect on max HP/MP.
- Having a spellcasting skill of 0-8, 9-17, 18-26, 27 means you spend 0-1, 1-2, 2-3, 3 less MP on casting a spell, respectively.
(edit: in other words, spells cost spellcasting/9 less MP to cast. If spellcasing/9 is a fraction, it is rounded up or down randomly, weighted by the remainder.) - Attacking has a chance to drain 1 MP, depending on the weapon's weight vs your strength, and your fighting skill.
- You may attack at 0 MP, but you could still drain MP, sending your MP into the negatives.
- Having -X MP is equivalent to having -X slaying and -X EV.
- Flavor-wise, you may suggest that intelligent fighters have more foresight about long fights, or that they are more energy-conservative with their attacks.
- Having hostile monsters in LOS gives some kind of malus to MP regen (a la Slow Healing 1 and 2). Edit: e.g. stalls/prevents 1 of the next 2 bullet points:
- Edit: Every turn there is a (current satiation/max satiation) chance of losing 2*(4 +/- metabolism mutation level) satiation.
- Edit: Whenever you lose satiation in this way, you gain 1 MP (unless you are at max MP already).
- MP regeneration is close to zero at starving, but it's also very hard to hit 0 satiation (hunger ghosts?) - in any case, you never die of starvation.
Anyway, it doesn't seem too complex for players to easily grasp, and just might squash a few longstanding Crawl problems like a large rock of penetration.
If anybody with greater knowledge of Crawl (Sandman?) wants to flesh this mechanic out, I'd suggest starting a new thread.