Idea to rework deep dwarf's healing mechanic


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Ziggurat Zagger

Posts: 4639

Joined: Friday, 25th November 2011, 07:36

Post Thursday, 18th May 2017, 22:05

Idea to rework deep dwarf's healing mechanic

Gain hp on exploration, similar to the previous proposal where they gained heal wounds potions on exploring, but this time just give to them directly as health. Remove max hp cap - they simply gain health indefinitely. It would be possible to have thousands of hit points. Disable all healing - god effects, vampiric weapons/draining, regeneration. Simply X tiles = +1 hp, with possible scaling if testing determines it needs to give more in the early or late game. Optionally we can even remove heal wounds/curing potions (other than the status effects - this is the same as vine stalker's no device heal mutation).

Allow transmutations, but block any +hp scaling from forms. Likewise, the amulet of vitality does not grant +15 hp (it wouldn't matter much, and you'd have an odd corner case where you could remove the amulet and die).

Benefits:
Health management is more or less automatic - you don't have to worry about wasting healing or running around with half health.
God choice is truly free and you can use any god.
Vampiric weapons no longer result in more or less free wins.
There's no incentive to ever "park" a monster you can heal off of later.

Problems:
Removes tactical threats - the game becomes much more strategic. This is already the case with DD's, but there's at least currently some idea that taking 200+ damage in a fight can outright kill you, whereas under this proposal, you could have 2000 hp, and then take an utterly horrible engagement, lose 1600 hp but still "win", which may or may not cripple your character to the point of being unwinnable later on. Again this is already a problem with the current DD, but this proposal will make it somewhat more pronounced.
When a fight is going horribly wrong, the DD will no longer have to give up a turn to quaff heal wounds - they essentially "pre-quaffed" it before the fight.

As an aside I think it would be cool to be able to brag/track your progress by saying things like "I was able to finish lair with 500 health remaining" or "I only had 300 health when I starts vaults, so it was an uphill battle". Players could compete to win with the highest remaining health!

For this message the author tasonir has received thanks:
quik

Lair Larrikin

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Post Thursday, 18th May 2017, 22:50

Re: Idea to rework deep dwarf's healing mechanic

You would also probably need to rework torment too, because I would not like to get tormented for 500 hp
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Ziggurat Zagger

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Joined: Tuesday, 30th October 2012, 19:06

Post Thursday, 18th May 2017, 22:51

Re: Idea to rework deep dwarf's healing mechanic

I presume there will be special cases to prevent getting millions of health by abyss or pan scumming?

The idea came up before, and completely removing all tactical implications of health wasn't really well received (I'm still not personally in favor of the idea.)
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Ziggurat Zagger

Posts: 4639

Joined: Friday, 25th November 2011, 07:36

Post Friday, 19th May 2017, 22:36

Re: Idea to rework deep dwarf's healing mechanic

Yeah, I certainly understand if the removal of tactical pressure is considered too important, but I think I'd be willing to give it up.

Torment could be based off of the max hp for a DD currently at your level and fighting skill. Say you would have had a max of 220, but you actually have 1300, torment starts at half of 220, then minus your rN+, statue form, etc. I think this would make it a bit too dangerous, since all torments would hit you as if you had full life, so perhaps scale it down somewhat (say take 60% of your 220 "max" health, and base the torment off that).

Edit: changed torment mechanic suggestion.

bel

Pandemonium Purger

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Post Saturday, 20th May 2017, 00:48

Re: Idea to rework deep dwarf's healing mechanic

Seems to be almost strictly inferior to the brewing heal wounds/ambrosia idea.

The only advantage is more convenience: you don't have to quaff healing/ambrosia potions. But I don't think the minor increase in convenience is important. The change in tactical value of HP, in my opinion, is a loss, not a gain. The torment change is kludgy. I don't like it.

Ziggurat Zagger

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Post Saturday, 20th May 2017, 01:17

Re: Idea to rework deep dwarf's healing mechanic

tasonir wrote:Yeah, I certainly understand if the removal of tactical pressure is considered too important, but I think I'd be willing to give it up..

Personally, I wouldn't.
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Crypt Cleanser

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Post Saturday, 20th May 2017, 09:50

Re: Idea to rework deep dwarf's healing mechanic

As an alternative proposal you could stick with the original theme and say: no healing from any source.

The only way to get additional HP is to get max HP from levelling or training fighting skill. Any lost current HP can never be refilled. Never.

And then, to make winning actually possible, although maybe not probable, cap all damage at 1. Whenever DD takes damage, that damage is reduced to 1. That includes hellfire, torment, etc.

Ziggurat Zagger

Posts: 4639

Joined: Friday, 25th November 2011, 07:36

Post Yesterday, 23:22

Re: Idea to rework deep dwarf's healing mechanic

I don't think capping all damage at 1 would be enough to make winning with the ~250 hp pool feasible. I'm sure it could be done as a challenge condition, but it wouldn't be practical for average players.

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