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dcss:brainstorm:species:propose:satyr [2011-05-02 20:42]
Pedjt [Aptitudes]
dcss:brainstorm:species:propose:satyr [2011-12-21 17:30] (current)
XuaXua Page moved from dcss:brainstorm:species:satyr to dcss:brainstorm:species:propose:satyr
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 ====== Satyr ====== ====== Satyr ======
  
-The main idea behind the Satyr is to **replace the Minotaur** with something a little more flavourful that doesn't butt heads with Dwarves nearly as much.  --- //[[user:Pedjt]] 2011-04-27 07:13//+The main idea behind the Satyr is to **replace the Minotaur** with something a little more flavourful that doesn't butt heads with Dwarves nearly as much.  --- //[[user:pedjt]] 2011-04-27 07:13//
  
 > The race idea is interesting, even aside from replacing Minotaurs (which I don't support.)  Also - Minotaurs are *supposed* to butt heads :-P  --- //[[user:jeffqyzt]] 2011-04-28 15:51// > The race idea is interesting, even aside from replacing Minotaurs (which I don't support.)  Also - Minotaurs are *supposed* to butt heads :-P  --- //[[user:jeffqyzt]] 2011-04-28 15:51//
->> Pun successful!  --- //[[user:Pedjt]] 2011-04-29 09:18//+>> Pun successful!  --- //[[user:pedjt]] 2011-04-29 09:18//
  
 ===== Weirdness ===== ===== Weirdness =====
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 > If this *doesn't* replace Minotaurs, should only be Horns 1.  --- //[[user:jeffqyzt]] 2011-04-28 16:13// > If this *doesn't* replace Minotaurs, should only be Horns 1.  --- //[[user:jeffqyzt]] 2011-04-28 16:13//
->> I agree.  --- //[[user:Pedjt]] 2011-04-29 09:35//+>> I agree.  --- //[[user:pedjt]] 2011-04-29 09:35//
  
 Satyrs have a special breath-based (music) Mesmerize (a)bility. It checks MR against all enemies in LOS. Mesmerized enemies cannot flee. Satyrs have a special breath-based (music) Mesmerize (a)bility. It checks MR against all enemies in LOS. Mesmerized enemies cannot flee.
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 Base MR is 4. Base MR is 4.
  
-Forgot to mention stat growth. I figure it should be the same as the minotaur's currently is (or very similar). In that same vein, it never made sense to me that a man-bull is more dexterous than a regular man. A satyr seems like it would be though (and also less intelligent, so there you have it). --- //[[user:Pedjt]] 2011-04-29 09:32//+Forgot to mention stat growth. I figure it should be the same as the minotaur's currently is (or very similar). In that same vein, it never made sense to me that a man-bull is more dexterous than a regular man. A satyr seems like it would be though (and also less intelligent, so there you have it). --- //[[user:pedjt]] 2011-04-29 09:32//
 ===== Starting Kit Modifications ===== ===== Starting Kit Modifications =====
  
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 Satyrs are primitive creatures, and are only skilled at using primitive weapons. Wieldy weapons like swords and bows do not come naturally to them, but they are quite good at weapons like clubs and spears. They are attuned somewhat to the magics of nature, and like Spriggans they find destructive magic unintuitive. Satyrs are also cowardly, and consider tricking their enemies to be a far greater success. Satyrs are primitive creatures, and are only skilled at using primitive weapons. Wieldy weapons like swords and bows do not come naturally to them, but they are quite good at weapons like clubs and spears. They are attuned somewhat to the magics of nature, and like Spriggans they find destructive magic unintuitive. Satyrs are also cowardly, and consider tricking their enemies to be a far greater success.
 >I like the flavor of primitive vs advanced weapons; it's kind of the opposite of a high elf.  I think that would call for a lower evocations skill than the 0 you give.   --- //[[user:jejorda2]] 2011-04-28 14:57// >I like the flavor of primitive vs advanced weapons; it's kind of the opposite of a high elf.  I think that would call for a lower evocations skill than the 0 you give.   --- //[[user:jejorda2]] 2011-04-28 14:57//
->>This seems appropriate.  --- //[[user:Pedjt]] 2011-04-29 09:18//+>>This seems appropriate.  --- //[[user:pedjt]] 2011-04-29 09:18//
  
 >> If they're "primitive", they should have a poor (or at least no better than neutral) armour aptitude.  Also, what's the rationale for their better than baseline shields aptitude?  I agree with dropping their evocations aptitude.  Based on the special abilities, I think there should be a greater XP cost (perhaps 120 or 130?)  The rest of the apts seem reasonable, although the distinction between maces/flails and axes on the basis of complexity or "wieldy-ness" seems to be a stretch. >> If they're "primitive", they should have a poor (or at least no better than neutral) armour aptitude.  Also, what's the rationale for their better than baseline shields aptitude?  I agree with dropping their evocations aptitude.  Based on the special abilities, I think there should be a greater XP cost (perhaps 120 or 130?)  The rest of the apts seem reasonable, although the distinction between maces/flails and axes on the basis of complexity or "wieldy-ness" seems to be a stretch.
 >> With regards to their innate abilities - these would be quite a boon to a berserker or a melee focused character.  I would suggest, based on their "music" basis, that the abilities have some exclusions, namely undead, demons, plants, and slimes.  I can't quite imagine a Satyr charming a zombie with his masterful playing of the pan-pipes.  --- //[[user:jeffqyzt]] 2011-04-28 16:08// >> With regards to their innate abilities - these would be quite a boon to a berserker or a melee focused character.  I would suggest, based on their "music" basis, that the abilities have some exclusions, namely undead, demons, plants, and slimes.  I can't quite imagine a Satyr charming a zombie with his masterful playing of the pan-pipes.  --- //[[user:jeffqyzt]] 2011-04-28 16:08//
->>> Careful about "undead, demons". Isn't that, like, the entire post-endgame? I'd imagine you could do with just a penalty against demons. Anyways, I agree that 110 is too low. --- //[[user:Brickman]] 2011-04-28 16:23// +>>> Careful about "undead, demons". Isn't that, like, the entire post-endgame? I'd imagine you could do with just a penalty against demons. Anyways, I agree that 110 is too low. --- //[[user:brickman]] 2011-04-28 16:23// 
->>> The entire initial proposal is fairly powerful, and a hit to the xp apt is probably appropriate. With regard to axes, while it is true that they are not as wieldy as swords, they typically represent a level of industry stronger than what would necessitate a spear or club. There is also no good armour / bad axes apt race yet. I can see the music abilities not working on mindless creatures, but there's no reason why it shouldn't work on demons well enough. Demons also have a high MR anyway so they are already more resistant than living creatures.  --- //[[user:Pedjt]] 2011-04-29 09:18//+>>> The entire initial proposal is fairly powerful, and a hit to the xp apt is probably appropriate. With regard to axes, while it is true that they are not as wieldy as swords, they typically represent a level of industry stronger than what would necessitate a spear or club. There is also no good armour / bad axes apt race yet. I can see the music abilities not working on mindless creatures, but there's no reason why it shouldn't work on demons well enough. Demons also have a high MR anyway so they are already more resistant than living creatures.  --- //[[user:pedjt]] 2011-04-29 09:18//
  
->How are you supposed to "replace" minotaurs with a hex/stabbing race that has some awful melee and ranged apts?  The current mundane combat mastery theme is more interesting than having another interchangeable scattershot hybrid.  There's not even much actual overlap between minotaur and dwarf apts, and they'd be further distanced should dwarves become a small race.  These active abilities are also unnecessary, as enslavement's already a spell and wand, while mesmerize should be added as a spell, if anything - though if it was a racial, it'd be much more interesting if it was always on so it could potentially act against the player. --- //[[user:OG17]] 2011-05-02 16:03// +>How are you supposed to "replace" minotaurs with a hex/stabbing race that has some awful melee and ranged apts?  The current mundane combat mastery theme is more interesting than having another interchangeable scattershot hybrid.  There's not even much actual overlap between minotaur and dwarf apts, and they'd be further distanced should dwarves become a small race.  These active abilities are also unnecessary, as enslavement's already a spell and wand, while mesmerize should be added as a spell, if anything - though if it was a racial, it'd be much more interesting if it was always on so it could potentially act against the player. --- //[[user:og17]] 2011-05-02 16:03// 
->>I feel like it is the minotaur that is rather boring, and that dwarves have much more flavour as it stands (though admittedly not very much more). Thus I feel that changing dwarves to conserve minotaurs is a mistake. If it seems that there is very little being carried over from minotaurs, that is because there is very little to the minotaur species to begin with. They are awful at all apts that are not melee/ranged-related, even evoc and inv, to say nothing of their spellcasting. They have no interesting mechanics and a single mutation that is both a boon and a detriment. If you want to conserve the total "combat" apt thing as their starring feature, that's fine, but I do not believe this makes them a unique enough race. --- //[[user:Pedjt]] 2011-05-02 20:42// +>>I feel like it is the minotaur that is rather boring, and that dwarves have much more flavour as it stands (though admittedly not very much more). Thus I feel that changing dwarves to conserve minotaurs is a mistake. If it seems that there is very little being carried over from minotaurs, that is because there is very little to the minotaur species to begin with. They are awful at all apts that are not melee/ranged-related, even evoc and inv, to say nothing of their spellcasting. They have no interesting mechanics and a single mutation that is both a boon and a detriment. If you want to conserve the total "combat" apt thing as their starring feature, that's fine, but I do not believe this makes them a unique enough race. --- //[[user:pedjt]] 2011-05-02 20:42// 
->>I like the idea of a race with multiple breath-based abilities as it introduces opportunity cost of choosing which one to use. Enslavement could be differentiated in some way (longer duration, higher MR penetration, etc.) I agree that mesmerize has a lot more potential in that regard. Having it be passive and always on is interesting but that would also keep it from being a breath ability. (I'd also be keen to see other such suggestions). They might also benefit from having harsher magic apts in unrelated schools?--- //[[user:Pedjt]] 2011-05-02 20:13//+>>I like the idea of a race with multiple breath-based abilities as it introduces opportunity cost of choosing which one to use. Enslavement could be differentiated in some way (longer duration, higher MR penetration, etc.) I agree that mesmerize has a lot more potential in that regard. Having it be passive and always on is interesting but that would also keep it from being a breath ability. (I'd also be keen to see other such suggestions). They might also benefit from having harsher magic apts in unrelated schools?--- //[[user:pedjt]] 2011-05-02 20:13//
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dcss/brainstorm/species/propose/satyr.txt · Last modified: 2011-12-21 17:30 by XuaXua
 
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