Week-late TrunkScry: High Elves removed, Ogre apts changed


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Snake Sneak

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Joined: Thursday, 28th July 2016, 04:11

Post Wednesday, 21st December 2016, 03:52

Week-late TrunkScry: High Elves removed, Ogre apts changed

If you've been living under a rock (and by that I mean not visiting CYC, which is probably a good thing) for a week:

gammafunk wrote:Remove High Elves

High elves were a relatively uninteresting species in terms of gameplay,
feeling somewhat like tengu but with weapon specialization like merfolk.
Their theme originates from Tolkien, a source of lore that crawl is
trying to borrow less from these days. Their gorgeous blonde hair not
withstanding, this particular Tolkien reference wasn't particularly
interesting.

[Especially with Ogres now also having newly-improved casting apts, there's a
very wide range of hybrid/magic-oriented species, with High Elves being
increasingly redundant. -MarvinPA]

MarvinPA wrote:Increase Ogre spellcasting apts, decrease M&F apt

As an alternative to the proposal of Basajaunak as a large caster race, instead
let Ogres take more advantage of their Ogre Mage heritage, with -1 spell school
apts across the board. Also give them more starting int but less str/dex, and
significantly decrease their M&F apt - they're still uniquely able to make the
most of GSCs but now require more of an investment to do so (and might feasibly
consider other weapon types too), and the extra XP cost for GSC usage is likely
more than made up for by the XP saved on spell schools.

Ogre melee aptitudes:
  Code:
         Fgt SBl LBl M&F Axs Pla Stv UC
----------------------------------------
0.19     +3  -4  -3  +3  -3   0  -1  -1
trunk    +3  -3  -3  -1  -3   0   0  -1

All ogre magic aptitudes were -3 before and are -1 now, except Spellcasting which was and still is +1. And on that subject, a week later:

MarvinPA wrote: Give Mummies a +2 Spellcasting aptitude

To partially imitate Ogres' old aptitude pattern of high spellcasting but low
spell schools, which was a fairly interesting feature lost by their rework -
Mummies also have a similar thing already with their +0 Fighting and -2 weapon
aptitudes.

Mummies previously had -1 Spellcasting. They still have -2 in all other magical skills except for -1 Hexes and 0 Necromancy (and the Necromancy enhancers they get). Mummy Necromancy no-brainer confirmed, lower to -4 pls

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Slime Squisher

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Post Wednesday, 21st December 2016, 04:00

Re: Week-late TrunkScry: High Elves removed, Ogre apts chang

Mummies' spellcasting apt -1 -> +2 is not a big deal at all in game balance, and indeed conceptually weird.
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Ziggurat Zagger

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Post Wednesday, 21st December 2016, 04:12

Re: Week-late TrunkScry: High Elves removed, Ogre apts chang

Ogres' old aptitude pattern of high spellcasting but low spell schools, which was a fairly interesting feature
i'm going to choose to believe this is sarcasm

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Blades Runner

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Post Wednesday, 21st December 2016, 09:01

Re: Week-late TrunkScry: High Elves removed, Ogre apts chang

It was mildly interesting - you could easily pick up lower-level spells, but not higher-level spells (as easily).

Wait, isn't this already the case?

Ah, they could pick up lower-level spells easily across school borders. That's not that interesting.
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Tartarus Sorceror

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Post Wednesday, 21st December 2016, 15:38

Re: Week-late TrunkScry: High Elves removed, Ogre apts chang

OldOg/NewMu's magic aptitudes encourage eclectic spell sets. That is not a bad thing IMO, for there are many useful low-levels spells.
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh
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Barkeep

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Post Wednesday, 21st December 2016, 16:02

Re: Week-late TrunkScry: High Elves removed, Ogre apts chang

it'll really help with spell hunger on mu
I am not a very good player. My mouth is a foul pit of LIES. KNOW THIS.

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Crypt Cleanser

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Post Thursday, 22nd December 2016, 10:39

Re: Week-late TrunkScry: High Elves removed, Ogre apts chang

papilio wrote:Mummies' spellcasting apt -1 -> +2 is not a big deal at all in game balance, and indeed conceptually weird.

It was most likely meant to compensate for good wand removal.

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