Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
New randart negative properties
With new randart generation, negative randart properties are more common than ever, but the pool of possible properties is quite small, and so the same handful get repeated a lot. As such, I'd like to introduce some new ones. The new properties should not encourage frequent swapping, which to me means that they must 1) apply during combat situations, since combat is where almost all good artefact properties apply, and 2) not apply during non-combat situations. Below are a few initial drafts, with some discussion. In this thread, I'd like to discuss the new properties I suggest below and also get suggestions from the community, bearing in mind the "don't encourage swapping" rules above. I will be aggressively removing posts containing suggestions that ignore that consideration, because I want to keep this as productive as possible.
*Taunt
Enemies damaged by you have a chance to get enchanted with permanent Might. Might has to be permanent or else it would encourage you to reset the fight every time an opponent gets Mighted. Alternately, this could apply a permanent move-speed boost to the monster instead. Core idea is that this property makes enemies more dangerous after you've hurt them.
*Attract
When a monster hits you, has a chance to recall another monster to its position. Alternately, chance to clone the monster as a durable summon; this version doesn't break as many vaults. Core idea is that this property makes it harder to guarantee 1v1 fights.
*Sap
Version one: When you use mana (cast spell or invoke mp-using god power), 50% chance to lose 1d3 extra mana.
Version two: Alternately, lose 1d2 mana whenever you take damage.
Core idea is to have your mana supply during a fight be less reliable.
*Volatile
When damaged by enemy sources, there's a chance to drop a fireball on you (or, alternately, a non-elemental AOE damage burst).
Core idea is that you may take additional resistible damage (by AC at least) during combat, but also damage things around you at the same time. With sufficient AC or rF (if fire-flavored), this might be sometimes a positive-ish quality.
Vulnerable
Multiplies damage by 10% per level after AC/EV/resistances are checked. Doesn't apply to Torment/Flay, to avoid making them lethal. This is functionally identical to -10% hp, except that it doesn't cause issues on swap the way -10% hp would.
Core idea is that wearing this property would overall make you more fragile.
Please let me know what you think about these possible artefact negative properties, particularly if you think there's a glaring issue with one of them that I haven't considered. Please also suggest your own carefully considered negative artefact properties.
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