Give charms spells an XP timeout


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

Ziggurat Zagger

Posts: 6454

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

Post Saturday, 28th January 2017, 08:04

Give charms spells an XP timeout

So for charm spells that don't already have some sort of limiter on them, I am thinking that we add an XP charged timeout (the way elemental evokers have)

The idea being that you couldn't have them up all the time, and since you couldn't have them all up in every combat, you wouldn't want to pre-cast them.

You *could* blow them all in a single combat, but then you'd have to go without for quite a while, it'd be more efficient to use one or two of the most appropriate to the current combat.

It'd save on tedium, and deciding whether or which charms spells to cast (and which you'd have unavailable for a while) would be a real choice.
Spoiler: show
This high quality signature has been hidden for your protection. To unlock it's secret, send 3 easy payments of $9.99 to me, by way of your nearest theta band or ley line. Complete your transmission by midnight tonight for a special free gift!

Ziggurat Zagger

Posts: 4432

Joined: Friday, 8th May 2015, 17:51

Post Saturday, 28th January 2017, 08:14

Re: Give charms spells an XP timeout

Maybe it could be better to remove charms school. Lamp of fire etc. are more than enough.
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
Overestimated: AC, GDS
Twin account of Sandman25

Snake Sneak

Posts: 91

Joined: Saturday, 6th August 2016, 18:03

Post Saturday, 28th January 2017, 12:28

Re: Give charms spells an XP timeout

What if only a fixed amount of them can be cast at time?

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 201 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.