Proposal: Terrain
Posted: Thursday, 22nd December 2011, 14:36
This idea had been growing from several thoughts: Melee should get a boost; T&D should become usable skill, instead of just being security; and Corridors are boring.
The degree of the bonus should be dependent on your T&D (and Evocations). Magical and Consecrated sites should have a Long Timer and a Short Timer, just like vaults have, as well as a limited number of "charges" for active abilities.
Ideally, this should benefit melee characters (since spell-casters should have enough free xp for high Evocations and T&D except very late game), or, at least, get them out of the corridors, and make Evocations and T&D more useful skills.
- Basic Terrain: you stand on a square, and you (or a monster) get a bonus (or malus). HP, MP, AC, EV, SH all seem like good starting bonuses. Uses T&D.
- Magical Terrain: 1. Magical resistance, like MR or rMut or rP, or 2. Use of a spell or spell set, passively or actively. Uses T&D and Evoc.
- Consecrated Terrain: Site has been consecrated to a God, and you may use some of that god's abilities. For example, a site for Chei might give {Ponderous, +5 Stats or Distort Time}. Uses T&D and Evoc. Possibly a chance of wrath or temporary conducts. Possibly great chance of wrath if you worship another God.
- Combinations: Basic + Magical or Basic + Consecrated, not Magical + Consecrated.
The degree of the bonus should be dependent on your T&D (and Evocations). Magical and Consecrated sites should have a Long Timer and a Short Timer, just like vaults have, as well as a limited number of "charges" for active abilities.
Ideally, this should benefit melee characters (since spell-casters should have enough free xp for high Evocations and T&D except very late game), or, at least, get them out of the corridors, and make Evocations and T&D more useful skills.