Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Idea to rework deep dwarf's healing mechanic
Allow transmutations, but block any +hp scaling from forms. Likewise, the amulet of vitality does not grant +15 hp (it wouldn't matter much, and you'd have an odd corner case where you could remove the amulet and die).
Benefits:
Health management is more or less automatic - you don't have to worry about wasting healing or running around with half health.
God choice is truly free and you can use any god.
Vampiric weapons no longer result in more or less free wins.
There's no incentive to ever "park" a monster you can heal off of later.
Problems:
Removes tactical threats - the game becomes much more strategic. This is already the case with DD's, but there's at least currently some idea that taking 200+ damage in a fight can outright kill you, whereas under this proposal, you could have 2000 hp, and then take an utterly horrible engagement, lose 1600 hp but still "win", which may or may not cripple your character to the point of being unwinnable later on. Again this is already a problem with the current DD, but this proposal will make it somewhat more pronounced.
When a fight is going horribly wrong, the DD will no longer have to give up a turn to quaff heal wounds - they essentially "pre-quaffed" it before the fight.
As an aside I think it would be cool to be able to brag/track your progress by saying things like "I was able to finish lair with 500 health remaining" or "I only had 300 health when I starts vaults, so it was an uphill battle". Players could compete to win with the highest remaining health!
Officially ruining greatplayer statistics since Jan 18th, 2015.
I wrote the Melee Naga Guide.
Recording of my 15 rune 40k turn VSMo^Chei speedrun!