Zot Zealot
Posts: 982
Joined: Monday, 29th September 2014, 09:04
New Species: Bodarch
https://shalott.org/graphs/95de0b1e77db ... 09f9d.html
I think the key reasons for Ds's popularity are a) their unpredictable "evolution" and b) their unique mechanics/mutations.
While many species have unique mechanics, only Ds and Draconian (also popular) change unpredictably through the game. Given this, I think there's room for another species with a similar mechanic.
Key design goals:
* Unpredictable evolution
* Unpredictable evolution which doesn't feel like Ds or Dr
* Benefits for many play styles
Design plan:
* Allow limited player control over evolution
* Emphasize trade-offs with evolution
* Evolutions should encourage changes of play style through a game
* Evolution should encourage risky play during evolution events
Here's what I've come up with:
Bodach are a mystical human-like species, with an ever-changing affinity for what they call "aspects". Aligning themselves with an aspect grants them branded attacks and spellcasting boosts, at the expense of weakness in the aspect's opposite.
Bodarch start mundane, with noticably sub-par stats (6/6/6). sid/4. Aptitudes are flat 0.
Bodarch cannot wield branded weapons or magical staves.
Every 4 XL, Bodarch realign and gain a realignment charge. Max 1 charge. (This continues on like Felid lives after XL27.)
Realignment charge can be spent to realign on demand.
Realignment is the signature Bodarch ability. It randomly selects an aspect and applies the following effects to the player: aligned school wizardry, opposite school anti-wizardry, aligned brand on attacks, one level of opposite alignment vulnerability.
"Aligned spell wizardry" means the full effects of wizardry for a single school spell, half for a dual-school spell, one third for a three-school spell.
I have a few ideas for alignments. They could follow existing crawl convention and be quite obvious (Fire/Ice/Air/Earth) or they could be a little more exotic (Steel/Mystical/Light/Dark/...). I think the former is more boring, but easier to understand. The latter would be a somewhat species-unique mechanic, like the weirder draconian colours that would need greater explanation.
Examples:
Fire alignment: Fire magic wizardry, Ice magic anti-wizardry, Flaming brand, rC-
Steel alignment: Fighting+5, Spellcasting-5, Vorpal brand, MR-
FAQ:
Why realign *and* give a realignment charge? We want the player to unavoidably change, but to have the ability to "opt-out" of a particularly bad aspect for themselves. However it would be equally bad for the player to have easy access to their best brand, so the charges cannot be saved. I'd expect players to be in their optimal aspect for 1/3 - 1/2 of the game, in their least optimal aspect never, and in other aspects the remaining 1/2-2/3.
Why the brand stuff? Seems complicated. Without the branding, Bodarchs would have no benefit for non-spellcasting players. I considered resistances, but both Ds and Dr do that already, so it didn't seem like fertile ground. Brands are nice, because they would apply to unarmed attacks (new mechanic) and they restrict the player from using branded weapons (so no branded/artefact weapons, which is an interesting and unique conduct).
Hey! You're ripping off all the elemental species proposals made in the past. That is an
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elementary conclusion.