Sunday, 8th September 2013, 23:11 by and into
One thing to keep in mind is that actually getting three levels of a random mutation is exceedingly rare. Playing mutation roulette (which is a bad idea usually but whatever) or Jivya worship means that it can show up, but even then it is unlikely. If this were implemented as a random mutation players would occasionally see level one, very rarely see level two, and almost never see level 3. Since it seems like the major effects would have to be at level 3 (like wielding GSC), for most players their experience of this mutation would just be a triply powerful version of the "Your muscles are strong, but stiff" (or flexible-but-weak) mutation.
So, if you'll pardon a redirection, I'd offer a more fleshed out modification of the proposal that I think someone suggested before: Implement Dwarfism and Gigantism as a line of Demonspawn-specific mutations.
(There's a proposal for "Titan" mutation for DS in another thread, perhaps these should be merged?)
Given that DS mutations are supposed to be (on the whole) a net positive, and can be quite powerful, I'd suggest the following Dwarfism / Gigantism facets for DS mutations. If implemented, this would also have the benefit of replacing a powerful but uninteresting, in my view, DS mutation (+ % HP).
Dwarfism (3 stages) — Tier 3 facet (Maybe tier 2 for this one?)
Note: Perhaps this should be mutually exclusive to nightcrawler mutation? (Some facets already operate with mutual exclusivity to others)
Stage 1: Small boost to dex, malus to strength | small bonus to stealth
Stage 2: Another small boost to dex, malus to strength | considerable bonus to stealth | bonus to EV proportional to dodging
Stage 3: A final boost to dex, malus to strength | good bonus to stealth and EV proportional to skill investment | 10% *fewer* HP | faster movement speed (less than centaur, more than average)
Gigantism (3 stages) — Tier 3 facet (almost certainly tier 3, I think)
Note: *replaces* the 10/20/30 % bonus to health facet (because while that facet is very good, it is also very boring IMO)
1.) Small boost to strength, malus to dex | small malus to stealth | +10% HP
2.) Another boost to strength, malus to dex | lose a bit more stealth | small malus to dodging| shield penalty mitigated by +1 | +20% HP
3.) Another boost to strength, malus to dex | moderate malus to stealth | moderate malus to dodging | shield penalty mitigated by +2 | +30% HP | can wield giant clubs and giant spiked clubs.
Each offers benefits of some of the smaller races or larger races, without being as extreme or as restrictive as Spriggans or Ogres. Each line has very powerful effects, but with some drawbacks, and besides the DS mutations are supposed to make you more powerful.
A well-designed DS mutation facet, in my view, both 1.) provides on the whole a net positive; 2.) doesn't block any paths, but may make some paths more difficult. The straight-up + HP % facet, while powerful, fails this design criterion IMO. I think Dwarfism/Gigantism as possible DS facets better fulfill the Demonspawn design philosophy. On the whole they provide more positives than negatives, but definitely nudge the player in a certain direction (without *making* that direction necessary, or cutting out other possibilities). A Giant DS can still be a dodge-based stabber, and will enjoy the extra HP. A Dwarf DS can still be a fighter, as the small malus to HP and moderate malus to strength will be compensated for by the movement speed.
At the same time, nothing is definitively cut off. The Dwarf DS can still wield two-handers, for instance. The Giant DS can wield GSC, but doesn't *have* to, or he can enjoy a bonus to shields (but isn't *blocked* from wearing bucklers). This is important for a DS mutation facet, I think.
Thoughts?
EDIT: It occurs to me that since the gigantism facet in particular might drastically alter how you want to raise your skills, perhaps if implemented either or both of these facets would be guaranteed, if rolled, to spring in the first 6 (or 7?) character levels? (When the next stages come in, however, would be up to chance of course.) Perhaps at stage 2 (rather than 3) of gigantism, Trog and Okie would realize that their avatar is... growing at an alarming rate, and thus consider your character an Ogre for the purposes of *weapon* gifts?
DOUBLE EDIT: I don't like that gigantism would step on the toes of the unique item choices of Ogres and Trolls... On the other hand, getting those huge weapons online is a major investment, particularly with a -1 aptitude, and it is not like you'd ever be *guaranteed* to get that facet when you choose demonspawn. Gigantism should still not allow large rocks to be thrown, IMO (so Ogres/Trolls would have something completely unique still.) If there is still too much toes-stepping, gigantism could just give a bonus to all two-handed weapons, but still disallow the (almost) giant DS from using large rocks *and* giant clubs or GSC.