Siegurt wrote:I suspect "the other way around" means "Aiming for spells because of the skills you've trained"
Which *is* a way that some games work (Where your abilities are unlocked by training skills up to a certain level) I'm not sure if this is a complain that crawl doesn't work that way, or an expectation that it should, or merely a comment that this is not now crawl works.
Spells in crawl are generally more like equipment (That is to say things you obtain through adventuring rather than things you obtain through training) and you should be training to use the stuff you find in the dungeon, at least the ones which will be effective for you to use. You should not be training skills for things you *might* find in the dungeon, that way leads towards madness, and death.
So let's compare this 3 characters
Random conjurer with 12 Spc 12 Conj 5 fire/5ice or whatever by mid game
Random fighter with 15 weapon skill 10 fighting 5 armor 5 shield
Random transmuter since you like this topic with 12 UC 10 Ddg 4 spc 12 Trm
You are saying that you can't train skill for things you might find in dungeon, but what does exactly is skilling 1 comparing with the 2 others ? Precisely generic skills that will be useful for things he might find later
Leveling Spc unlike leveling anything else allow you *not* to make a definite choice and adapt to the most powerful thing you will come accross. Imagine it would be optimal for fighters to level Fgt very far and just grab their weapon spec according to the best randart they find by mid game, that would be really lame IMO although if it was how it worked, some would think it's "fine", "the way it works in crawl, contrary to other games" and "making a challenge about adapting to the situation". But in terms of game design, this isn't a clever idea. This is making the early game a grind. This is providing a generic challenge that is unrelated with what you wanted to play in the 1st place. It is melding a bunch of different potential gameplay into a single, that one may find more complex or more challenging, but is not reaching the player fantasy about building his way to victory, and destroys potential replay value that would be gained through trial of different early specialisations.
By the way I don't like the ongoing comments implying that because I'm bad and new I'm immediately not suited for making design proposal. Being new to a game is the best place to be to see things nobody else sees, even if that may be contradictory with how you see the game and how it currently works. Assuming it's not completely dumb like "removing hunger" or w/e
e/ i also want to mention, I don't care much about droping this idea as long as I explained it properly. It didn't seem to be the case though
e2/ It would be a big hit for spellcasters, but this proposal is unrelated with my own playstyle. Naga wizards are by far the race/background I had the most fun with. But like any nerf to a strategy, it's a good occasion to re-ajust other factors and make alternatives compensate for the loss of power of a strategy (this is where I originally thought Transmuters would be relevant, but failed to explain it).