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	<title>Comments on: A Brief History Of Buffness</title>
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	<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness</link>
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		<title>By: amethyst_igor</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2428</link>
		<dc:creator>amethyst_igor</dc:creator>
		<pubDate>Thu, 10 Mar 2016 10:40:53 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2428</guid>
		<description>This is a well-explained change. The writer had me persuaded in the first five paragraphs. I skipped the rest. :-)
Now, how about spending some dev love on expanding the Hells, so that the players can loot and pillage the lair of Trog, Kithuaqaba, Mahkleb, Yreldeysmal, etc., and stick a sword in &#039;em? ;-)</description>
		<content:encoded><![CDATA[<p>This is a well-explained change. The writer had me persuaded in the first five paragraphs. I skipped the rest. :-)<br />
Now, how about spending some dev love on expanding the Hells, so that the players can loot and pillage the lair of Trog, Kithuaqaba, Mahkleb, Yreldeysmal, etc., and stick a sword in &#8216;em? ;-)</p>
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		<title>By: Brickman</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2421</link>
		<dc:creator>Brickman</dc:creator>
		<pubDate>Tue, 08 Mar 2016 12:35:15 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2421</guid>
		<description>Interesting decision. I think Shroud of Golubria is a lot more annoying than Phase Shift though--it has a much lower skill investment and cost, and for a significant set of characters (any early character whose best magic school is translocations) optimal play is to cast it over and over in every fight despite the ridiculously short duration. Phase Shift, meanwhile, has a high cost (you&#039;ll miss those 6 MP), high level of investment (especially if you want it reliable), and short enough duration that you have to cast it in combat. If you had to axe one, I&#039;d much rather see Shroud get axed. Maybe both would be moer fun if MP got drained whenever you still get struck (in exchange for being boosted in some other way).

As for stoneskin, I understand that one. There&#039;s no simple debuff like accuracy of EV that&#039;d work because ultimately, it&#039;d still either be worth casting all the time or none of the time. Adding Ponderousness to it would be cool, and a nice parallel to swiftness (same level spell, and you could give it the exact same magnitude of change), but again if you were planning to stand your ground optimal play would always be to cast it. Which is why I don&#039;t think the Ozocubu change will work.

Speaking of Ozocubu, that one seems like a good candidate for the repel missiles treatment, since fire attacks already break it in some fights. I think both it and Stoneskin might be ok melee buffs if they were permanent but borrowed that &quot;lowered casting success&quot; penalty from some transmutations, and fizzled if you tried to switch to heavier armor than you cast it in.</description>
		<content:encoded><![CDATA[<p>Interesting decision. I think Shroud of Golubria is a lot more annoying than Phase Shift though&#8211;it has a much lower skill investment and cost, and for a significant set of characters (any early character whose best magic school is translocations) optimal play is to cast it over and over in every fight despite the ridiculously short duration. Phase Shift, meanwhile, has a high cost (you&#8217;ll miss those 6 MP), high level of investment (especially if you want it reliable), and short enough duration that you have to cast it in combat. If you had to axe one, I&#8217;d much rather see Shroud get axed. Maybe both would be moer fun if MP got drained whenever you still get struck (in exchange for being boosted in some other way).</p>
<p>As for stoneskin, I understand that one. There&#8217;s no simple debuff like accuracy of EV that&#8217;d work because ultimately, it&#8217;d still either be worth casting all the time or none of the time. Adding Ponderousness to it would be cool, and a nice parallel to swiftness (same level spell, and you could give it the exact same magnitude of change), but again if you were planning to stand your ground optimal play would always be to cast it. Which is why I don&#8217;t think the Ozocubu change will work.</p>
<p>Speaking of Ozocubu, that one seems like a good candidate for the repel missiles treatment, since fire attacks already break it in some fights. I think both it and Stoneskin might be ok melee buffs if they were permanent but borrowed that &#8220;lowered casting success&#8221; penalty from some transmutations, and fizzled if you tried to switch to heavier armor than you cast it in.</p>
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		<title>By: Ceyah</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2415</link>
		<dc:creator>Ceyah</dc:creator>
		<pubDate>Sun, 06 Mar 2016 04:19:10 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2415</guid>
		<description>This could be a solution: When you cast a &#039;buff&#039; spell, you must concentrate on it. While you are concentrating on a spell, the chance of failing further spell casts is increased. You could concentrate on several buffs at the same time, but doing so would hinder your spellcasting such that you might only be able to cast lower-level spells with any degree of success. This could also be applied to summonings allowing you to summon permanent companions. 

Additionally, certain effects or types of damage might have a chance to interrupt your concentration, causing the buffs to be dropped. This would be a nice addition for combat with enemy spellcasters, as well. They would have to re-up their spells, risking valuable MP and a turn.</description>
		<content:encoded><![CDATA[<p>This could be a solution: When you cast a &#8216;buff&#8217; spell, you must concentrate on it. While you are concentrating on a spell, the chance of failing further spell casts is increased. You could concentrate on several buffs at the same time, but doing so would hinder your spellcasting such that you might only be able to cast lower-level spells with any degree of success. This could also be applied to summonings allowing you to summon permanent companions. </p>
<p>Additionally, certain effects or types of damage might have a chance to interrupt your concentration, causing the buffs to be dropped. This would be a nice addition for combat with enemy spellcasters, as well. They would have to re-up their spells, risking valuable MP and a turn.</p>
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		<title>By: Gail</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2414</link>
		<dc:creator>Gail</dc:creator>
		<pubDate>Sat, 05 Mar 2016 05:54:46 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2414</guid>
		<description>You failed to go with an even simpler route

Have buffs reserve max MP, consuming more % based on the current fail rate of the spell</description>
		<content:encoded><![CDATA[<p>You failed to go with an even simpler route</p>
<p>Have buffs reserve max MP, consuming more % based on the current fail rate of the spell</p>
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		<title>By: kefirnik</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2413</link>
		<dc:creator>kefirnik</dc:creator>
		<pubDate>Tue, 01 Mar 2016 07:29:10 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2413</guid>
		<description>While the reasning is clear for me, I still fail to understand the need for this change. Why would one buff oneself before every fight? Not to mention keeping the buffs all the time. I honestly don&#039;t see how buffing yourself before a tough fight once in a while is &#039;tedious&#039;. Light armour casters will now lose quite a bit of their survivability reducing most of their fights to slow and painful kiting fest as opposed to frontal assault under buffs.As a player, who likes to play a nuker, which spends a lot of time in melee, this makes me sad.

Anyway, thanks for making things clear, I guess I&#039;ll just have to deal with it somehow.</description>
		<content:encoded><![CDATA[<p>While the reasning is clear for me, I still fail to understand the need for this change. Why would one buff oneself before every fight? Not to mention keeping the buffs all the time. I honestly don&#8217;t see how buffing yourself before a tough fight once in a while is &#8216;tedious&#8217;. Light armour casters will now lose quite a bit of their survivability reducing most of their fights to slow and painful kiting fest as opposed to frontal assault under buffs.As a player, who likes to play a nuker, which spends a lot of time in melee, this makes me sad.</p>
<p>Anyway, thanks for making things clear, I guess I&#8217;ll just have to deal with it somehow.</p>
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		<title>By: Alphanumerix</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2412</link>
		<dc:creator>Alphanumerix</dc:creator>
		<pubDate>Sun, 28 Feb 2016 20:55:08 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2412</guid>
		<description>Thank you for this post, now I really understand why you removed those buffs. The last comment about the extension spell gave me an idea that could help reduce the tediousness of buffs while allowing low level characters to take advantage from them : introducing a spell that could make buffs permanent (like repel missiles), but with a chance of expiring based on spell success rate, and at the cost of maxMP. It would require skill investment to be useful, so melee characters would have to choose between training armor and raising spell success. You would still have to cast buffs often before you learn the spell, but once you have it, it provides a strategic alternative while reducing tediousness. That&#039;s not perfect, but I thought it could be a starting point to an interesting solution. Again, thank you for your amazing work on this game.</description>
		<content:encoded><![CDATA[<p>Thank you for this post, now I really understand why you removed those buffs. The last comment about the extension spell gave me an idea that could help reduce the tediousness of buffs while allowing low level characters to take advantage from them : introducing a spell that could make buffs permanent (like repel missiles), but with a chance of expiring based on spell success rate, and at the cost of maxMP. It would require skill investment to be useful, so melee characters would have to choose between training armor and raising spell success. You would still have to cast buffs often before you learn the spell, but once you have it, it provides a strategic alternative while reducing tediousness. That&#8217;s not perfect, but I thought it could be a starting point to an interesting solution. Again, thank you for your amazing work on this game.</p>
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		<title>By: Anonymous</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2410</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 27 Feb 2016 23:22:32 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2410</guid>
		<description>You should have added to the list of removed things the spell Extension....
http://crawl.chaosforge.org/Extension</description>
		<content:encoded><![CDATA[<p>You should have added to the list of removed things the spell Extension&#8230;.<br />
<a href="http://crawl.chaosforge.org/Extension" rel="nofollow">http://crawl.chaosforge.org/Extension</a></p>
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		<title>By: Jeremiah</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2409</link>
		<dc:creator>Jeremiah</dc:creator>
		<pubDate>Sat, 27 Feb 2016 13:17:33 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2409</guid>
		<description>IMO, Phase Shift made for an interesting strategic decision for a primarily melee character (significant investment in translocations or wear heavier armour.)Now I guess armour always wins, so sad to see this taken away...</description>
		<content:encoded><![CDATA[<p>IMO, Phase Shift made for an interesting strategic decision for a primarily melee character (significant investment in translocations or wear heavier armour.)Now I guess armour always wins, so sad to see this taken away&#8230;</p>
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		<title>By: dpeg</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2408</link>
		<dc:creator>dpeg</dc:creator>
		<pubDate>Sat, 27 Feb 2016 11:01:11 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2408</guid>
		<description>shubi32: No, I don&#039;t think so. MP has a clear, primary function. It&#039;s alright that Guardian Spirit provides an additional use for MP.

Having maxMP costs on buffs would not lead to interesting decisions, in our assessment. The goal of design is not to provide as many options to the player as possible, it is to step up and provide what we think is a get set of options. Buff spells are very problematic from various points of view (the posting did not even mention all of them), and we&#039;ve outlined why we did what we did.

All other questions you pose have better answers in gameplay than the one about maxMP cost on buffs. Seriously, it&#039;s been contemplated for years and will not happen.</description>
		<content:encoded><![CDATA[<p>shubi32: No, I don&#8217;t think so. MP has a clear, primary function. It&#8217;s alright that Guardian Spirit provides an additional use for MP.</p>
<p>Having maxMP costs on buffs would not lead to interesting decisions, in our assessment. The goal of design is not to provide as many options to the player as possible, it is to step up and provide what we think is a get set of options. Buff spells are very problematic from various points of view (the posting did not even mention all of them), and we&#8217;ve outlined why we did what we did.</p>
<p>All other questions you pose have better answers in gameplay than the one about maxMP cost on buffs. Seriously, it&#8217;s been contemplated for years and will not happen.</p>
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		<title>By: shubi32</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2407</link>
		<dc:creator>shubi32</dc:creator>
		<pubDate>Sat, 27 Feb 2016 08:39:57 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2407</guid>
		<description>I got stumped at this part: &quot;other undesirable effects – should armour buffs be more useful for melee warriors (who aren’t using much MP otherwise), rather than lightly armoured ‘casters’? Should these buffs become eventually almost ‘free’ later in the game, when MP pools become larger?&quot; These rhetorical questions indicate that these effects are considered undesirable. That&#039;s rather odd. Especially the first one, unless Guardian Spirit is next on the chopping block. A whole lot of things are more valuable to certain chars at certain points in the game. That&#039;s part of what makes this game an actual game. Since there are no &quot;easy answers&quot;, couldn&#039;t it be good to have players making these decisions, in-game? These are elements you throw together and see how they work out. Without a filter of negativity, the quoted questions sound meaningless, since they&#039;re merely direct consequences of how those things would work. Might as well point at anything and ask if it should be so: Should slaying be more valuable on faster weapons? Should it always be a good idea to train some fighting for the HP, when XP is plentiful? Should evocations like +Blink be more useful for &#039;non-casters&#039;, rather than those that can reliably cast the spell?</description>
		<content:encoded><![CDATA[<p>I got stumped at this part: &#8220;other undesirable effects – should armour buffs be more useful for melee warriors (who aren’t using much MP otherwise), rather than lightly armoured ‘casters’? Should these buffs become eventually almost ‘free’ later in the game, when MP pools become larger?&#8221; These rhetorical questions indicate that these effects are considered undesirable. That&#8217;s rather odd. Especially the first one, unless Guardian Spirit is next on the chopping block. A whole lot of things are more valuable to certain chars at certain points in the game. That&#8217;s part of what makes this game an actual game. Since there are no &#8220;easy answers&#8221;, couldn&#8217;t it be good to have players making these decisions, in-game? These are elements you throw together and see how they work out. Without a filter of negativity, the quoted questions sound meaningless, since they&#8217;re merely direct consequences of how those things would work. Might as well point at anything and ask if it should be so: Should slaying be more valuable on faster weapons? Should it always be a good idea to train some fighting for the HP, when XP is plentiful? Should evocations like +Blink be more useful for &#8216;non-casters&#8217;, rather than those that can reliably cast the spell?</p>
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		<title>By: elderviii</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2406</link>
		<dc:creator>elderviii</dc:creator>
		<pubDate>Sat, 27 Feb 2016 07:17:34 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2406</guid>
		<description>I will say it&#039;s perfectly reasonable why you removed/changed such spells. I&#039;ve been playing for years and found defensive buffs to be tedious to always keep up (then again, I&#039;ve yet to win with a caster period, so take that as you will). IDK if you&#039;ve considered some of these options, but here goes some ideas:

Stoneskin: Increased AC with decreased EV. Character suddenly gets tougher skin, but doesn&#039;t quite feels as nimble. 

CS: Apply some form of spell penalty/weapon delay as with normal shields. The shield would require some sort of passive concentration meaning you wouldn&#039;t be as focused on other spells and weapon use

Phase shift: If hit, remove EV bonus and take minor irresistable damage. Making contact with reality pulls you back to this dimension somewhat violently.</description>
		<content:encoded><![CDATA[<p>I will say it&#8217;s perfectly reasonable why you removed/changed such spells. I&#8217;ve been playing for years and found defensive buffs to be tedious to always keep up (then again, I&#8217;ve yet to win with a caster period, so take that as you will). IDK if you&#8217;ve considered some of these options, but here goes some ideas:</p>
<p>Stoneskin: Increased AC with decreased EV. Character suddenly gets tougher skin, but doesn&#8217;t quite feels as nimble. </p>
<p>CS: Apply some form of spell penalty/weapon delay as with normal shields. The shield would require some sort of passive concentration meaning you wouldn&#8217;t be as focused on other spells and weapon use</p>
<p>Phase shift: If hit, remove EV bonus and take minor irresistable damage. Making contact with reality pulls you back to this dimension somewhat violently.</p>
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		<title>By: PleasingFungus</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2405</link>
		<dc:creator>PleasingFungus</dc:creator>
		<pubDate>Sat, 27 Feb 2016 05:22:19 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2405</guid>
		<description>I&#039;m not sure I&#039;d say &quot;not possible&quot;, but I would say that we&#039;ve been discussing this &#039;charms problem&#039; for many years, and no satisfactory change to those spells was ever implemented.

If someone comes up with some really genius ideas, we can always add the spells back, of course - it&#039;s quite easy. But we go to design with the ideas we&#039;ve got, as the famous saying probably goes.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure I&#8217;d say &#8220;not possible&#8221;, but I would say that we&#8217;ve been discussing this &#8216;charms problem&#8217; for many years, and no satisfactory change to those spells was ever implemented.</p>
<p>If someone comes up with some really genius ideas, we can always add the spells back, of course &#8211; it&#8217;s quite easy. But we go to design with the ideas we&#8217;ve got, as the famous saying probably goes.</p>
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		<title>By: mattlistener</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2404</link>
		<dc:creator>mattlistener</dc:creator>
		<pubDate>Sat, 27 Feb 2016 04:46:21 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2404</guid>
		<description>Ok -- Swiftness, Invisibility, etc are kept around because drawbacks have been added to them to make them situational and fulfill the (laudable) &quot;avoid tedium&quot; design goal.  Makes sense.

Stoneskin, Condensation Shield, and Phase Shift are removed because... that approach to rehabilitating them wasn&#039;t possible?  

I would like to have seen the rationale for why the game would be better off without these particular spells compared to tedium-free modifications of them.</description>
		<content:encoded><![CDATA[<p>Ok &#8212; Swiftness, Invisibility, etc are kept around because drawbacks have been added to them to make them situational and fulfill the (laudable) &#8220;avoid tedium&#8221; design goal.  Makes sense.</p>
<p>Stoneskin, Condensation Shield, and Phase Shift are removed because&#8230; that approach to rehabilitating them wasn&#8217;t possible?  </p>
<p>I would like to have seen the rationale for why the game would be better off without these particular spells compared to tedium-free modifications of them.</p>
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		<title>By: Somebody</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2402</link>
		<dc:creator>Somebody</dc:creator>
		<pubDate>Fri, 26 Feb 2016 20:19:16 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2402</guid>
		<description>You have good design principles. Thank you.</description>
		<content:encoded><![CDATA[<p>You have good design principles. Thank you.</p>
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		<title>By: Anon</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2401</link>
		<dc:creator>Anon</dc:creator>
		<pubDate>Fri, 26 Feb 2016 02:49:37 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2401</guid>
		<description>Thanks for this, glad to see a post outlining the reasons (and rebuttals) to this controversial change.</description>
		<content:encoded><![CDATA[<p>Thanks for this, glad to see a post outlining the reasons (and rebuttals) to this controversial change.</p>
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		<title>By: dpeg</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2400</link>
		<dc:creator>dpeg</dc:creator>
		<pubDate>Thu, 25 Feb 2016 20:21:24 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2400</guid>
		<description>Sublime: Yes, that is the solution. If you want more AC, train Armour. Why should part of your AC come from a spell you keep casting? If AC is too low after the nerf, we can and will react.

The way you put it, we could never change anything, because everything had some purpose.

Of course, you&#039;re also exaggerating. It is perfectly possible to win &quot;pure&quot; casters in any DCSS version without using buffs.</description>
		<content:encoded><![CDATA[<p>Sublime: Yes, that is the solution. If you want more AC, train Armour. Why should part of your AC come from a spell you keep casting? If AC is too low after the nerf, we can and will react.</p>
<p>The way you put it, we could never change anything, because everything had some purpose.</p>
<p>Of course, you&#8217;re also exaggerating. It is perfectly possible to win &#8220;pure&#8221; casters in any DCSS version without using buffs.</p>
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		<title>By: Sublime</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2399</link>
		<dc:creator>Sublime</dc:creator>
		<pubDate>Thu, 25 Feb 2016 19:09:57 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2399</guid>
		<description>So the solution is to make low level characters much squishier? Sure, you&#039;re leaving in Stoneform. A high-level spell that characters can&#039;t start with. (So I require MORE luck to have a decent chance of not dying.) The point of Stoneskin, etc. is to REDUCE the amount of luck required to stay alive long enough to have a reasonable chance of winning, even if it adds a small amount of tedium.</description>
		<content:encoded><![CDATA[<p>So the solution is to make low level characters much squishier? Sure, you&#8217;re leaving in Stoneform. A high-level spell that characters can&#8217;t start with. (So I require MORE luck to have a decent chance of not dying.) The point of Stoneskin, etc. is to REDUCE the amount of luck required to stay alive long enough to have a reasonable chance of winning, even if it adds a small amount of tedium.</p>
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		<title>By: PleasingFungus</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2397</link>
		<dc:creator>PleasingFungus</dc:creator>
		<pubDate>Thu, 25 Feb 2016 15:56:41 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2397</guid>
		<description>@Jason: Check out the last paragraph of the &quot;But Why Didn’t You Just…?&quot; section.</description>
		<content:encoded><![CDATA[<p>@Jason: Check out the last paragraph of the &#8220;But Why Didn’t You Just…?&#8221; section.</p>
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		<title>By: blami</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2396</link>
		<dc:creator>blami</dc:creator>
		<pubDate>Thu, 25 Feb 2016 15:37:51 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2396</guid>
		<description>Thanks for the explanation. The way you put it it  makes sense to remove some buffs. Never thought about the tediousness of buffs before or lets say I was too lazy to keep buffs up all the time and rather died. When players get used to a certain tediousness, they might even be proud to perform recurring tasks. But that&#039;s kind of contraindicated to gain new players and  getting stuck in repetitive patterns sure leads to boredom (or neurosis).</description>
		<content:encoded><![CDATA[<p>Thanks for the explanation. The way you put it it  makes sense to remove some buffs. Never thought about the tediousness of buffs before or lets say I was too lazy to keep buffs up all the time and rather died. When players get used to a certain tediousness, they might even be proud to perform recurring tasks. But that&#8217;s kind of contraindicated to gain new players and  getting stuck in repetitive patterns sure leads to boredom (or neurosis).</p>
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	<item>
		<title>By: Jason</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2395</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Thu, 25 Feb 2016 13:22:05 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2395</guid>
		<description>What about using Dragon Age: Origins&#039; method, and reducing max mana by the amount the buff uses?  That&#039;s then a strategic decision; cast the spell, and leave yourself with much less mana to work with in combat, or use some other strategy.</description>
		<content:encoded><![CDATA[<p>What about using Dragon Age: Origins&#8217; method, and reducing max mana by the amount the buff uses?  That&#8217;s then a strategic decision; cast the spell, and leave yourself with much less mana to work with in combat, or use some other strategy.</p>
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		<title>By: Andrew</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2393</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Thu, 25 Feb 2016 10:43:09 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2393</guid>
		<description>I&#039;ve been playing for 7 years and the game is getting better.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been playing for 7 years and the game is getting better.</p>
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	<item>
		<title>By: hand of trog</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2392</link>
		<dc:creator>hand of trog</dc:creator>
		<pubDate>Thu, 25 Feb 2016 09:48:17 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2392</guid>
		<description>thanks, nice insight, i like the direction of the game, im playing 3 years</description>
		<content:encoded><![CDATA[<p>thanks, nice insight, i like the direction of the game, im playing 3 years</p>
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	</item>
	<item>
		<title>By: hand of trog</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2391</link>
		<dc:creator>hand of trog</dc:creator>
		<pubDate>Thu, 25 Feb 2016 09:47:36 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2391</guid>
		<description>thank you for this info, im playing for mybe 3 years i like the approach that dcss has taken</description>
		<content:encoded><![CDATA[<p>thank you for this info, im playing for mybe 3 years i like the approach that dcss has taken</p>
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		<title>By: Edward</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2390</link>
		<dc:creator>Edward</dc:creator>
		<pubDate>Thu, 25 Feb 2016 02:48:45 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2390</guid>
		<description>Thanks for the detailed explanation! I was happy to begin with, but it is really nice to see the detailed thinking and responsivness to crawl&#039;s design.
Thanks for sharing!</description>
		<content:encoded><![CDATA[<p>Thanks for the detailed explanation! I was happy to begin with, but it is really nice to see the detailed thinking and responsivness to crawl&#8217;s design.<br />
Thanks for sharing!</p>
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		<title>By: mgarr1219</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2389</link>
		<dc:creator>mgarr1219</dc:creator>
		<pubDate>Thu, 25 Feb 2016 02:43:55 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2389</guid>
		<description>Well put. 
Thanks for taking time to elaborate on the changes.
DCSS is still the Gold Standard imop.</description>
		<content:encoded><![CDATA[<p>Well put.<br />
Thanks for taking time to elaborate on the changes.<br />
DCSS is still the Gold Standard imop.</p>
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		<title>By: kripto</title>
		<link>https://crawl.develz.org/wordpress/a-brief-history-of-buffness/comment-page-1#comment-2388</link>
		<dc:creator>kripto</dc:creator>
		<pubDate>Thu, 25 Feb 2016 02:30:16 +0000</pubDate>
		<guid isPermaLink="false">http://crawl.develz.org/wordpress/?p=3451#comment-2388</guid>
		<description>I appreciate this kind of post, as a peek into the thought process and logic behind design is always interesting. Never enough of these.

I also agree with your reasoning. A real choice is always more interesting than a fake choice, in rogue-esques and otherwise. DCSS has always been a prime example of a well made, thought out and balanced specimen in the genre, and this post is testament to that. Keep up the good work.</description>
		<content:encoded><![CDATA[<p>I appreciate this kind of post, as a peek into the thought process and logic behind design is always interesting. Never enough of these.</p>
<p>I also agree with your reasoning. A real choice is always more interesting than a fake choice, in rogue-esques and otherwise. DCSS has always been a prime example of a well made, thought out and balanced specimen in the genre, and this post is testament to that. Keep up the good work.</p>
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