infinitevox wrote:size:
SIZE_TINY, // rats/bats
SIZE_LITTLE, // spriggans
SIZE_SMALL, // halflings/kobolds
SIZE_MEDIUM, // humans/elves/dwarves
SIZE_LARGE, // trolls/ogres/centaurs/nagas
SIZE_BIG, // large quadrupeds
SIZE_GIANT, // giants
Elephant: Giant
Cerebov: Giant
Wasp: tiny
Spriggan: litttle
Spriggan riding a Wasp: small
Also, water is effected by size, too, and it's not really mentioned anywhere ingame, so you might be surprised when you play Mf and run away to a pool of deep water and find the elephant can follow you!
At least player size is intended to affect the fumbling in water as well, not sure about monsters in this case:
"<Sequell> shallow water[1/2]: Waist-deep pools of water. Moving through this stuff is gonna be really slow! All but Ogre, Troll, Centaur, Gray draconian, Naga, Merfolk, or Octopode players in shallow water will fumble their attack 4-out-of-DEX times, and 20% of the time regardless as well. Monsters will fumble their attack 1/4 of the time."
I agree with one poster, it's an interesting mechanic, adds a bit more depth, maybe can be cleaned up a bit. Personally, I've noticed the size mechanics in my games and do believe they are noticeable, despite not being in your face like some of our favorite dcss mechanics. I think we've come up with a reasonable list of things that size has an impact on, and most of them seem to make sense and can even (rarely) add some tactical depth if you pay attention to it. The constriction mechanic is a little bit complex, and potentially very powerful against the player, imo it's understandable in that case to give up some flavor for balance, though.
I guess the alternative would be to give up official 'size' effects and sizes, only put them potentially in text descriptions, and hard code all of those special cases related to size into the monsters on a case by case basis? I'm not sure if that's necessary, but probably wouldn't be that noticeably different.