Thursday, 24th October 2013, 03:13 by and into
I think the most interesting idea offered so far is from TeshiAlair: having a species for which movement and non-movement differed in some meaningful way could make for some very interesting approaches to game play. Perhaps give treants an ability to to enter their "rooted" form, which takes a few turns to do, anchors you in place (can't move), gives bonus to AC ("Your bark hardens as you enter your natural dormant state"), gives very fast regeneration, and you get a stealth boost ("you blend in with the scenery"). You can't move until you "retract your roots," which takes one or two turns.
After tough battles you can plant yourself for an extra quick and safe recovery, or you can do it after noticing enemies who are a few turns away, but at expense of some mobility.
Perhaps becoming "rooted" after an enemy of *low* intelligence notices you, but before it has a chance to get adjacent, will cause it to no longer see you, provided you take no action other than resting / waiting. (Gets the "?" above head, wanders around as if it hadn't seen you before. If it moves into a space adjacent to you, however, it can tell that you are not a normal tree and resumes attack.)
As for other intrinsics, how about:
Slow movement speed, but not super-slow as originally proposed. Give unique double-edged trait of "constant movement speed." You can be affected by slow and haste, but only non-movement actions would be slowed or sped up. Berserk would have all the usual effects except you'd keep constant movement speed. Swiftness has no effect. This could even extend to things like guaranteed protection from "covers ground slowly" mutation, but you would also be immune to the "covers ground quickly" beneficial mutation. Perhaps Chei can still slow you and give support if you worship him, but otherwise, nothing short of divine intervention will affect how quickly you move. You can change your form with transmutations, but your constant move speed is never supressed by any polymorph, you keep it no matter what.
Drop the two-handed as one-handed and bizarre throwing mechanics. Keep fire vulnerability (makes sense) but drop cold vulnerability. No boots are allowed, but all other armor slots as well as the usual one ammy + 2 rings jewelry slots are available.
Drop the -Tele. Drop the progressive increase to AC, just give a "Tough bark (AC + 5)" or something, or maybe "AC + 3, SH + 10" or whatnot along those lines. Drop the insane +HP and MP boosts, at most an innate lvl 1 robustness and / or just give good HP growth and average MP growth. Slow leveling feels more appropriate (give them same rate as high elves). Allow shield use, but perhaps have fairly bad aptitudes in shields, then maybe -2 to dodging and -1 to armor; however you have the innate boost to help survival early on. Most of the other aptitudes make sense but lose the huge fighting (+1 would be fine) and huge throwing aptitudes.
+1 Str or Int for random stat up makes sense, let's say every 4 levels. Low base dex for species makes sense also.
Give a good stealth aptitude—even in your mobile form, it is easy for you to "blend in" with a bit of training. (+2 would fit, maybe even go as high as +3. Maybe you also get a special species trait so that an average of your three stats are used for stealth, rather than just dex (which is low), or some modifier to achieve similar effect?)
EDIT: You regain saturation naturally and very quickly if you rest while rooted, setting yourself to "Full." Gourmand has no effect. You do not use perma-food or chunks. Otherwise hunger is normal. You do not gain saturation if you are taking actions while rooted.
- For this message the author and into has received thanks: 2
- pratamawirya, TeshiAlair