Slime Squisher
Posts: 332
Joined: Friday, 4th February 2011, 18:04
Location: The South, US
Thoughts on Armour
- Hides should be more common and available earlier, but more difficult to enchant. The hide armours are better than their mundane counterparts in nearly every respect: They provide more AC, less EV penalty, an additional resist or benefit, every race can wear them (except felids?),and I think they have a bit more flavour (fire/ice especially). Their only drawbacks, as far as I can tell, are that you must first enchant the hide to get the full armour and that they spawn as artefacts much less frequently. Because they are generally so much better, I think they should be much more difficult to enchant in any way. However, because every race can wear both the hide and the armour, I think the should spawn in the early dungeon more often, because they can provide armour training even to trolls and draconians. Armour skill is usually important to these races because their dodging ability is limited due to their large size. I think the choice should be between getting an armour that requires more investment, but is generally better, and getting an easily enchantable armour that isn't quite as good in the long run.
- Hide/Armour pluses and Hide->Armour upgrade should be independent. The upgrade should require whatever higher-level scroll Vorp/EW III/E Arm turns into.
- Enchantment ease should return to the old fail rate for hides/hide armours, but not for mundane armours. In other words, you can enchant your plate mail up to +10 with ten E Arm scrolls, but you'd need way more than 10 to get your Dragon armour +8
- Swamp dragon hides/armours currently provide rPois, which would be overpowered in the early game. If the hide provided rConfusion or rBreath without giving true rPois, this might be enough to make early SDH spawns allowable. Of course, SDH could simply just not be on the list of possible early spawns
- Hides might also serve as cloaks, but possibly using a different metric for the spellcasting malus of heavy armour
- There may be an opportunity for an item of 'Major Enchantment' that would allow you to confer a resistance or bonus of your choice to an item of your choice, at the cost of your natural abilities (-5 permanent STR, DEX, INT, -10% permanent HP/MP, minor malmutation, Drain 1-3 XL), Lower level things like weapon/armour pluses should be fairly easy for anyone to evoke. Higher level bonuses and abilities (cTele, rMut, +Rage) or additional bonuses should require high Evocations, and possibly reagents. Some high level abilities might need to be impossible to produce with this item (cTele). The idea behind this thing is that you should invest in your equipment
The problems I could forsee for these things: requiring rebalance of AC/Monster attacks, power creep for large player characters, power creep for Evokers, power creep for Chei. But I'm not sure how much of a problem these things could be, or if they are worth rejiggering the game for.
PS: I think I saw somewhere that Chei might be given the ability to ponderify jewelry. I am all for this. (Go Draconians!)
TSE