Sil-Q Review

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  • Wiwaxia
    replied
    Originally posted by Quirk
    Thank you. This is really useful feedback. I felt the wards were powerful from my own experimentation, which was more combat oriented, but it was hard to put a finger on it. Knowing that it would be broken at a low price means I do need to go back to my latest sketched redesign and reconsider it, but better that than wreck game balance.

    Lorien is stronger than Thresholds at 50' on a Sindar, but gets markedly weaker as enemy will and perception ramp up. This levels off late game so while I usually get Lorien about 500' on a pacifist and it is weakish at 15 song or so there, at 900' with Song in the mid 20s you are basically untouchable.

    I think the weakness of Thresholds currently is that you need to survive to the point you can afford it, or go all in early with few other tools. Staying tends to be bought by combat characters at about 800', so such a high cost makes it unattainable until very late game, and I suspect the build you're running needs it to survive. I think maybe dropping it to 6 or 7 would make it a plausible option from the start while being enough of a sacrifice that it forces some dedication to the build?

    I'm thinking of dropping Delvings to 2 or 3; does that seem reasonable?
    These both sound reasonable to me. There's a melee Thresholds build I'd like to try, and dropping the price a bit should make it easier to get off the ground.
    Having Thresholds at 6 or 7 does allow an all-in Delving/Thresholds/Elbereth start, which will be a much smoother start for the build I was trying out, but I don't think that will be a problem.

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  • Quirk
    replied
    Originally posted by Infinitum
    Perhaps our viewpoints differ. I mainly play melee characters.
    So this does make quite a substantial difference.

    I can tell you myself that Elbereth is pretty great for archers. I've been running quite a few lately in testing the overhaul of the archery tree and I've seen Wiwaxia run a couple of Elbereth archers too. Very early on, when it doesn't keep the wolves off, it's not so hot, but by the time they're wargs, they're fleeing. Late game you can make the switch to Mastery to freeze up enemies you don't want escaping, but for an awful lot of the game Elbereth keeps many of your enemies where you want them: distant pincushions. Here's one from Angband.live who managed to grab a Sil after some awkwardness on 950' led to me descending before I'd properly scummed:


    Challenge doesn't really do the same thing as Opportunist. Opportunist is good at hurting and finishing enemies that are running away. It doesn't pull in cat assassins or stop breathers breathing on you. Some of what it does in terms of pulling enemies in to fight in more favourable surroundings can be replicated with various AI tricks. Not everyone has patience for that. A few quotes from other players here:
    Originally posted by ripforareason
    Song of Challenge is good, very useful against cat assassins.
    Originally posted by Blinkhog
    Song of challenge, the balance seems good, maybe slightly too powerful, as orc archers become easy to deal with only 2 points in song and 3 grace. It also downgrades cat assassins from a terror to annoying. I like the mechanic though and the monster stances, I think this mechanic should be developed further.
    Originally posted by HugoTheGreat2011
    For the future - whatever you do, DON'T remove Song of Challenge! It works for me!
    Originally posted by thzfunnymzn@gmail.com
    Song of Challenge is really, really good. Even at 500' - 600', I've been able to manipulate packs / archers of foes off of a simple two Song + three Grace alone. Annoying Easterling Warrior trios or Orc Captain packs are somewhat trivialized with this...

    It's strong & makes my guy stronger, yeah, but I feel like I'm cheating.
    How situational it is depends on whether you're consistently using it to pull enemies into corridors, in which case it's bread and butter, or whether it's more of a silver bullet against ranged types. In either case, it's cheap and decently widely taken.

    Silence, Lorien, Trees, Staying you've noted as good. Freedom we both think niche, Delvings is clearly overpriced on the way down, and is only widely taken on the ascent. Thresholds is potent, but distinctly overpriced, and the ward side doesn't necessarily primarily benefit melee builds.

    Overwhelming is decidedly better than Mastery for melee at the point you get it: with Mastery if you beat them on Will, they skip one turn, win one with Overwhelming, they're stunned for 2d6 turns and doing half damage. In practice you will win some against most late game enemies with 10 Song. Melee characters however just don't tend to take that much Song and I'm not expecting that to change.

    Mastery currently largely supports Elbereth archers and Lorien sneaker throneroom shenanigans. I don't think it's easy to make work on melee builds at all and the cost of entry is high.

    A number of the songs you call "a bunch of interesting and situationally good abilities" just aren't good on the builds you play - Elbereth, Silence, Lorien. And that's fine, but the game isn't just about melee brawling, and these songs would not materially help melee brawling. They require different playstyles to shine. There is no real issue with any song up to Lorien except Delvings in terms of people taking them and playing with them, and if you didn't look at when people took Delvings you might not be certain of even that from simply seeing winner skill lists.

    The issues with the songs at the top of the tree are not necessarily going to be fixed by not having to pay for abilities. Thresholds is fun but requires a different play style of its own, and I think it needs to be cheaper to be used in builds. Overwhelming hasn't persuaded people to upgrade from Staying so far, and I'm not sure shaving the cost of upgrade from 2900 to 1900 is going to do it; it probably has to retire. Mastery needs a lot more song than 11 to be good, and reducing the cost of entry from 8100 to 6600 still probably doesn't make it all that viable for melee fighters.

    So no, I don't think the suggestion to stop paying for abilities does enough to fix the cost issues of the expensive ones, and I'm not going to touch on the generally unhelpful direction of the language stuff; the last thing we need right now is to divide the song tree further.

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  • Infinitum
    replied
    Originally posted by Quirk
    Infinitum, forgive me for being impatient, but you are again making sweeping statements that are hard to reconcile with reality. [...]
    Perhaps our viewpoints differ. I mainly play melee characters. The way I see it, the main difficulty of Sil is keeping ahead of the melee/evasion curve from ~350' through ~850'. Before that, a largeish investment in melee/evasion is usually enough to kill everything with minimum equipment, and once you've survived Kemenrauko/Cat territory one generally have enough good equipment, consumables and raw skills to trivialize every other encounter sans V.

    In practice, I find this means every single skill and ability purchase prior to and during those depths have to be justified in place of another point of (functional) melee/evasion, since dealing and avoiding is what ultimately keeps melee characters stocked with consumables, safe, and alive. This changes somewhat in the lategame once melee/evasion becomes prohibitively expensive, but at that point everything else dies on contact anyway.

    In light of that,

    Smithing: Can be an equipment boost for a low investment until 500' or so, but any expenditure beyond that is actively counterproductive for the midgame. There are some lategame shenanigans to be had, but the lategame is nowhere near as punishing as the mid and mid-lategame. There's heaps of threads on this.

    Song of Elbereth: Is an unreliable escape at best, and generally a worse combat song than Staying in situations where having a song matters (eg vs tough, high will opponents or when you're otherwise losing).

    Song of Challenge: Is generally worse than Opportunist. Cheaper to get initially, sure, but some stealth isn't a bad investment to avoid some surrounds, and Opportunist still works in situations where you want a combat song (eg vs tough opponents).

    Song of Silence: Is generally good for stealth/stabbing characters, obviously. It helps that Quick Study isn't that good for stealth builds.

    Song of Freedom: Like you noted. Generally much worse than Staying. 10 extra will vs Slowing/Entrancement isn't as good as 10+ extra will vs everything, and between the 6 perception combat characters want for Bane and rings of perception traps usually aren't an issue. There is a small niche vs V since it can close pits/open up rubble, but that isn't worth the 1500 extra xp imo.

    Song of the Trees: Is generally good. Elemental resists are never bad, one needs some extra light around shadow spider depth anyway, and this is cheaper than the 1500 xp for the jeweller/pray-for-mithril combo (assuming one also wants Staying, and nothing else in the song tree). Not to mention dropping Lamps later on is not always enough for multiple Amethyst S/Gwauthrauko.

    Song of Delvings: Is cool and thematic and atmospheric and I'll leave it at that.

    Song of Staying: Is good. For a 3 grace Noldor, it's effectively 10 points of Will as well as the protection bonus. I usually value [,+1d2] slightly above [+1,], so at 3300 xp this is a pretty good value once one can afford to stockpile the xp (at ~(+10)[+10]). 7 song/3 grace is incidentally where one gets +2 light from the trees.

    Song of Lorien: Is good for stealth singers.

    Song of Thresholds: Is situationally a (+4)[+4] by the time you get it, which is pretty good. It's also another 3200 xp on top of The Trees/Staying, which is quite steep. And it both requires and prohibits mobility in combat, which can be situationally bad (especially since you can otherwise use doors to lure the AI 1v1). And Staying + Dodging/Flanking is generally [+3,2d2] which is arguably better. The escape is cool, but requires you to create distance vs non-flitterers, which looks quite situational for melee characters.

    Song of Overwhelming: Looks weak. Haven't tried it though. Does it work off another will modifier than Mastery (or does the stun remain longer)? Might be situationally good for heavy armor characters?

    Song of Mastery: Suffers a bit from the Smithing problem. It's (very) strong later on, but the early-mid concessions to get there (eg dropping evasion to pay for it) are painful to play through. And I'm far from convinced it actually makes song better than evasion at equivalent values (RIP my singer-smiths. All of them).

    So, looking at the songs from my perspective I'm seeing a pretty solid midgame combat boost at 3300 xp, a necessary answer to shadow critters in the late midgame at 1000 xp, and a bunch of interesting and situationally good abilities that aren't worth the 1500+ xp investment during the critical parts of the game.

    Which is to say they're not all that different from most other ability trees in the game, except I think this one has a pretty intuitive way of addressing the problem without overhauling the ability system (and help make non-stealthy Singers into more of a standalone arcetype).

    Anyhow, different strokes for different folks etc etc.

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  • wobbly
    replied
    Originally posted by Quirk
    I'm thinking of dropping Delvings to 2 or 3; does that seem reasonable?
    I tried it with a bunch of low grace dwarfs & it is much weaker at low levels, it starts getting strong around 10 song level, so with current numbers I doubt 2 or 3 is going to overpowered unless you're running a high grace finarfin or doriath.

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  • Quirk
    replied
    Originally posted by Wiwaxia
    Thresholds seems quite strong. On reflection, I think its current price (9 song, iirc) is probably around right, especially if all elves are going to be getting a free song.
    Thank you. This is really useful feedback. I felt the wards were powerful from my own experimentation, which was more combat oriented, but it was hard to put a finger on it. Knowing that it would be broken at a low price means I do need to go back to my latest sketched redesign and reconsider it, but better that than wreck game balance.

    Lorien is stronger than Thresholds at 50' on a Sindar, but gets markedly weaker as enemy will and perception ramp up. This levels off late game so while I usually get Lorien about 500' on a pacifist and it is weakish at 15 song or so there, at 900' with Song in the mid 20s you are basically untouchable.

    I think the weakness of Thresholds currently is that you need to survive to the point you can afford it, or go all in early with few other tools. Staying tends to be bought by combat characters at about 800', so such a high cost makes it unattainable until very late game, and I suspect the build you're running needs it to survive. I think maybe dropping it to 6 or 7 would make it a plausible option from the start while being enough of a sacrifice that it forces some dedication to the build?

    I'm thinking of dropping Delvings to 2 or 3; does that seem reasonable?

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  • Wiwaxia
    replied
    Quirk asked me for my thoughts on the relative strengths of songs based on this recent character: http://angband.oook.cz/ladder-show.php?id=22225


    Thresholds seems quite strong. On reflection, I think its current price (9 song, iirc) is probably around right, especially if all elves are going to be getting a free song. It's not as nuts as Mastery, but offers you a huge amount of control over encounters. It's stronger than high-song Elbereth for avoiding combat, because enemies can't come back after you after you stop singing. I'm not sure how it stacks up against Lorien, which would be the other point of comparison cost-wise. It's extremely versatile without being much of a drain on voice resources because you can tap it on to lock a door and then tap it off, so it plays well with having other songs even if you don't have Woven Themes. Having that much ability to pick battles on relatively non-combat-ready build felt about right balance-wise, but I'm concerned that a Thresholds brawler might feel a bit too safe, especially if it's made much cheaper. I'll give that a test run if I have time.

    I never had a ward actually be broken. I don't know if this is due to the strength of the wards or their effect on monster pathing (which I assume is the same as a glyph of warding?), because I couldn't tell if monsters were trying to bash them down or just milling about on the other side. I don't think this is a bad thing, necessarily; being able to control the direction monsters move is more interesting than a ward door/break ward shoving match, but it does make the song much more potent. The ability to put entire levels on lockdown by closing every door you see may or may not be too much. I don't have a great sense of exactly how it stacks up against other expensive songs. It means that you are essentially never going to have an unexpected monster sneak up behind you or outflank you, but it also doesn't remove monsters from the level or defang them if you need to move through the room you locked them in. Wall-eaters and anything that can bash doors down before you get to them also are a limitation on this strategy.

    Selected other uses of Thresholds, for a sense of how versatile it can be:
    • Make a safe retreat corridor of open doors with all side doors locked (remember to lock the last door to the stairs so things don't come up the stairs behind you).
    • Secure the stairs room as soon as you enter a level for a bit of safety while you get your bearings and start exploring.
    • Trap archers and scouts in a room with you so you can pin them in a corner and kill them without them running away.
    • Trap things in a room with you and the stairs so Elbereth scares them off the level rather than into another room.
    • The build I ran wasn't a fighter, but presumably one could lock off an arena to fight a unique or the like without having to deal with other monsters, or the unique running away.
    • Use the additional stealth from doors staying locked between you and enemies as a quasi-Vanish.
    • Shut a door behind you in a corridor so unaware wandering monsters path down a different, open corridor instead.
    • I didn't try it on this build, but I imagine you could also do the pathing trick where you keep an enemy in archery range by locking a door when it gets too close so it starts to take the long way round and then opening the door so it paths back to you before it gets out of sight, etc.
    • Lure dangerous enemies into an out-of-the-way room and lock them in.
    • Proactively lock away monsters or room types you don't want to deal with after detecting them with Listen/Delvings/staves.
    • Make a safe bolthole to heal.
    • Lock a door to sing Delvings without worrying about the sound waking things up.
    • Escape pursuit, obviously. To do this, you need to have some way to open up at least two spaces between yourself and a normal-speed enemy (one to start singing, one to lock the door). I used Elbereth and Mastery for this. Lorien and Sprinting are the other obvious choices, but Knock Back + Controlled Retreat should also work, and might be fun.


    The additional information about the dungeon from Delvings and Listen is very powerful with Thresholds and using it proactively. Delvings and Thresholds alone are enough to semi-consistently survive the upper levels without any other skills. I imagine scouting with high stealth would be similarly helpful. If you have _treasures, too, you can plan relatively safe grabs of specific items.


    Delvings is definitely too expensive right now. Despite all the comments about it being something to take for the ascent, I really like having it as an early-game song. Having more information about the dungeon is always valuable, but especially when you have low light. Knowing the size and shape of a large, dark room you just stepped into already tells you something about the possible risks before you wander around and bump into a white wolf, and finding forges is just a massive quality-of-life boost. Like Thresholds, it's not a major drain on voice, for the same reason. I usually try to find some safe corner to sing it in to fill in my immediate surroundings when I reach the edge of my map, rather than singing it continuously as I explore.

    I completely forgot the secondary digging/doorway fighting effects on these songs existed, so I can't speak to that except to say that maybe that's a sign in favor of cutting those.

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  • HugoVirtuoso
    replied
    Originally posted by Pete Mack
    One tricky thing here. You get points for killing monsters you can't see. I dunno about for 'seeing' them.
    Yes, we do get points for seeing monsters. Seeing the monster(s) for the first time, definitely yes. But, for the # of times afterwards, I don't know.

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  • Quirk
    replied
    Originally posted by Infinitum
    Well, truth being told most songs are too situational to be useful full stop. At least that way the situational ones would be more likely to find a use sometimes. Which would be nice, seeing as many of the more interesting song concepts are pretty narrow by default, and I think the idea of singers being super-flexible at the cost of yet more melee/evasion is appealing.
    Infinitum, forgive me for being impatient, but you are again making sweeping statements that are hard to reconcile with reality. This is along the same lines as claiming that Smithing is not useful when two-thirds of winners take it.

    The cheap songs are on the whole decidedly useful. Elbereth and Silence and Lorien support entire builds. I'm aware of players who take Challenge more or less every game to force engagements on their terms. Freedom is a bit more niche, I'll grant, useful as it is against Morgoth or in the absence of a digging tool; Trees is potent throughout the whole late game, particularly if one has been unlucky with lamps. Delvings is fun, but too pricey for the reward so tends to be seen on the ascent. Staying is a combat character go-to song at about 800 feet. After Lorien - yes, we're in luxury territory and it is a real problem getting people to invest.

    You could call Freedom situational. I don't think anything else up to and including Lorien qualifies. Three of these songs are central to a build, Challenge and Staying are potentially relevant any time you have enemies to fight, Delvings you use throughout the ascent non-stop and would probably use all the time on the way down were it cheaper. Trees is very strong in a game in which light is so important. In fact I don't think anything after Lorien is necessarily situational either, just (in some cases) overly expensive.

    I get that everyone's experience of the game is different, and perhaps you haven't found ways to use the songs effectively. Let me assure you this is not the general case, and while your suggestions on the Song tree are undoubtedly well meant, I'm finding it hard to mine them for usefulness.

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  • Pete Mack
    replied
    One tricky thing here. You get points for killing monsters you can't see. I dunno about for 'seeing' them.

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  • Infinitum
    replied
    Well, truth being told most songs are too situational to be useful full stop. At least that way the situational ones would be more likely to find a use sometimes. Which would be nice, seeing as many of the more interesting song concepts are pretty narrow by default, and I think the idea of singers being super-flexible at the cost of yet more melee/evasion is appealing.

    Also one could combine this idea with the languages; eg each song has an original language (say, Elbereth and Sindarin) and is only fully available to characters speaking that language. Some songs could then be incompletely translated to other languages; Eg Quenya-speakers might also have access to Elbereth (because they are aware of Varda, even if they've fallen out of favour) but at a song malus. Other, higher tier songs could then be available only to specific languages eg Mastery could be a Valarin-only affair to require some investment in the song tree.

    So they'd function like spellbook abilities, pretty much. Down to certain spells being available but weaker in different lores (like Nature and.. Holy healing spells in vanilla? Have barely played Angband).

    For an instance each character could start off with their native tongue (represented as a "free" ability) which lists which songs are available (and at what penalties). Then they could purchase abilities to eg learn an extra base language (formatted as Bane), then have the option to learn Valarin or even the dark tongue (which could even give a stealth bonus vs awake enemies depending on Song score, similar to disguise).

    Spoken languages could also add some extra diversity to character classes, should you ever wish to add those (eg Hador Nobles/Sages speaking Sindarin instead of Taliska).

    Also, the notification messages could be different for different languages; eg a Hador might start singing the Song of the Trees with the message "You start singing about the splendour of the sun" whereas a Sindar Elf could go on about the stars and Dwarfes about the glow of the forge, and so on and so forth.

    Haven't really thought about the game balance much, but there's plenty of inherent thematic potential there.
    Last edited by Infinitum; January 14, 2019, 19:34.

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  • Quirk
    replied
    Originally posted by Infinitum
    Well, another way to go about it could be to have all characters know all songs intrinsically (without having to spend abilities) but introduce minimum song scores for each song.
    This sounds identical to what we have now, except that abilities would be free?

    I think it's better to have the tree work the same way as the other trees for symmetry reasons. Apart from anything else not all songs are useful for all builds (same as any other tree), but without having to commit to a build in Song characters would feel much more samey and hybrid.

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  • Infinitum
    replied
    Originally posted by Quirk
    With regard to songs being split by race: currently it's been quite hard to balance them without imposing further restrictions, so I'm not sure how I feel about this. It would be somewhat difficult to make it work as you've suggested - Trees couldn't go at 1 elegantly, as many characters wouldn't have the requisite 5 points to get even one light level of benefit, Staying would be monstrously powerful, etc - but splitting songs between races would go some way to resolve the current crush of songs that need the investment to be cheap to be viable (Elbereth, Challenge, Silence, Freedom, Delvings, Thresholds). That said, we then weirdly incentivise the dwarven or human singer, which is dubiously canonical.
    Well, another way to go about it could be to have all characters know all songs intrinsically (without having to spend abilities) but introduce minimum song scores for each song. Pretty sure you or wobbly mentioned that earlier? It might be a more elegant solution. Of course, this would create a gaping hole in the song tree and require heavy rebalancing but hey, new design space!

    Also, I think the idea of every new character starting off knowing a language (Quenya for Noldor, Sindarin for Sindar, Khuszdul for Dwarfes and.. Taliska or Haladin (?) for the Edain) and have it affect gameplay somehow is pretty Tolkien-ish. One of the talents of the song tree could be learning a second language, or even the dark tongue or Valarin.
    Last edited by Infinitum; January 14, 2019, 16:00.

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  • Quirk
    replied
    Originally posted by Wiwaxia
    The more I think about this, the more I really like it. It removes an odd disadvantage of pacifist builds that doesn't seem to have a strong reason to be there, further pushes the point that there are things you really shouldn't bother to fight, encourages diving past where you can safely win fights, and cuts out the "running around 100ft killing tanglethorns for the last 10xp you need for the first forge" nonsense I've gotten into occasionally.
    Pacifists - and stealth - are already balanced round this lower XP. They're already the speed run kings and the easiest characters for a 50K start.

    I think there would be reduced incentive to stab unaware enemies. It would change the game balance quite a lot and I'm not sure I understand all the implications.


    Originally posted by Wiwaxia
    I like the new song tree design aesthetically, especially those two themed pairs. I'm not clear on how Song of Staunching is supposed to differ from the erstwhile Este. If I recall correctly, part of the issue with the original Este was the question of when you were supposed to sing it. If it's going to be a combat song, it needs to regenerate fast enough to compete with simply not taking that damage in the first place courtesy of Staying. If it's going to be a survivability song, it needs to regenerate enough to compete with ending unfavorable fights by scaring away enemies with Elbereth. Otherwise, it's left as a patch-up-after-battle song, which only really saves on turncount over regular healing, especially now that Thresholds makes it easier to make safe boltholes to rest.
    A large part of the issue with Este was its cost. Yes, you would rather have Staying and Staying cost less than Este. Here Staunching is very much cheaper - 2300 XP cheaper - and a prerequisite for Staying.

    Originally posted by Wiwaxia
    Whetting granting sharpness by weapon weight is elegant. I'd be curious to see how it plays out in practice, although I imagine it would upset the light weapon vs. heavy weapon balancing you've already tried to do. It makes more intuitive sense for a whetting song to benefit knives more than axes rather than vis versa like adding a damage side would do. Spitballing, but in keeping with it being a whetting song you could have the effect build up over time as you sing it as you "sharpen" your blade.
    I think for very light weapons this is okay, they're hard to justify outside stabbing. For 2 lb longswords it is trickier as they are good already. I may have to go to Song/10 which makes 2 lb longswords 20 Song to Sharpen. Maybe that's too much. Would prefer a round number.

    Originally posted by Wiwaxia
    A quick question about song interactions: does Freedom negate your own wards from Thresholds? I discovered that staves of freedom do, but I didn't have the spare experience to test the song.
    I believe so but will have to check. Code should be similar.

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  • Wiwaxia
    replied
    Originally posted by half
    If I were changing anything, it might be to drop the extra experience for killing it -- you already are rewarded with the items. (this would obviously require increasing experience a little to compensate)
    The more I think about this, the more I really like it. It removes an odd disadvantage of pacifist builds that doesn't seem to have a strong reason to be there, further pushes the point that there are things you really shouldn't bother to fight, encourages diving past where you can safely win fights, and cuts out the "running around 100ft killing tanglethorns for the last 10xp you need for the first forge" nonsense I've gotten into occasionally.


    Originally posted by Quirk
    What I was sketching out last night is a structure that looks roughly like this:
    1. Song of Elbereth / Song of Challenge
    2. Song of Silence / Song of Staunching
    3. Song of Freedom / Song of Thresholds
    4. Song of Delvings / Song of Whetting (prerequisite Challenge)
    5. Song of Trees - (prerequisite Elbereth or Freedom)
    6. Song of Staying - (prerequisite Staunching or Thresholds)
    7. Song of Lorien - (prerequisite Silence)
    8. Song of Mastery - (prerequisite Elbereth or Lorien)
    9. Woven Themes
    10. Grace


    Song of Staunching, based on Luthien's song of staunching sung to heal Beren, would shorten bleeding and more importantly greatly speed regeneration.
    Song of Whetting I'm currently thinking gives an extra damage side. I don't like the old Sharpness implementation in which each additional Song point gives you 2% of Xd4 more damage against your opponents, it feels clumsy. On the other hand the canonical whetting spell allowed Beleg to sever metal shackles with a sword, which feels like it maxes out at more than just a damage side.

    In both cases the scaling with Song is tricky. Songs tend to a linear scaling when for balance purposes this does not always work very well. I have tried to keep this, but in places it can lead to relatively inelegant implementation.

    Having Staunching's regeneration scale linearly is problematic: it will do too little early on, and possibly too much late - particularly if Song is scaling a multiplier on the existing regeneration mechanic which also scales with Constitution. Ideally it would do enough early to save a player from death by poison, and still be usable later. I may try something like "Stops all bleeding and regenerates 2 + (Song/6) health per round" (the numbers here will be tweaked after much testing). I think it has to go quite early because it is potentially a useful emergency song that could be grabbed at the point you realise you won't survive the poison you just took.

    Whetting scaling to multiple damage sides could easily become very broken, but perhaps something like 1 + (Song/12) damage sides would be plausible. The other mechanic I was debating was it granting the extra damage side to weapons weighing less than the singer's Song score, making it easier to whet a dagger than a greataxe. It might not be broken to have it grant actual sharpness to weapons weighing less than (Song / 5) lbs as daggers and shortswords are very much stealth weapons and the song could be a noisy one; you would need to get to 10 Song to whet a light longsword. This would make shortswords somewhat more viable without backstabs.

    Whetting arguably shouldn't work on blunt weapons, particularly if it's granting actual sharpness, but this approach gets us toward the situation where you put aside your warhammer when you have to deal with an armoured opponent, which seems fundamentally wrong - I can't think of a better tool to deal with an enemy made of stone.

    I'm not sure how I feel about prerequisites here. Prerequisites block off some builds, and punish skills: weaker higher-tier skills suffer from having a prerequisite, weaker lower-tier skills suffer from not being a prerequisite to a strong higher-tier skill. Delvings is not a prerequisite for anything, which may mean it is still too costly at 4 after the competition has hotted up; it may be better to swap its place with Silence, which will still be viable at 4 because it lives on an all-in Song/stealth build. I don't really want to split Challenge/Elbereth or Freedom/Thresholds because they make nice naturally opposed pairs at the same cost.
    I like the new song tree design aesthetically, especially those two themed pairs. I'm not clear on how Song of Staunching is supposed to differ from the erstwhile Este. If I recall correctly, part of the issue with the original Este was the question of when you were supposed to sing it. If it's going to be a combat song, it needs to regenerate fast enough to compete with simply not taking that damage in the first place courtesy of Staying. If it's going to be a survivability song, it needs to regenerate enough to compete with ending unfavorable fights by scaring away enemies with Elbereth. Otherwise, it's left as a patch-up-after-battle song, which only really saves on turncount over regular healing, especially now that Thresholds makes it easier to make safe boltholes to rest.

    Whetting granting sharpness by weapon weight is elegant. I'd be curious to see how it plays out in practice, although I imagine it would upset the light weapon vs. heavy weapon balancing you've already tried to do. It makes more intuitive sense for a whetting song to benefit knives more than axes rather than vis versa like adding a damage side would do. Spitballing, but in keeping with it being a whetting song you could have the effect build up over time as you sing it as you "sharpen" your blade.


    A quick question about song interactions: does Freedom negate your own wards from Thresholds? I discovered that staves of freedom do, but I didn't have the spare experience to test the song.

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  • HugoVirtuoso
    replied
    I found a bug: Apparently, once I choose the Enchantment ability...it will ID anything that says {special}...For example, it IDed Treacherous Paths on some footwear laying on the ground...even though I didn't learn Armorsmith yet! (At the time, I didn't check to see if the Jewelry were affected, e.g. {special} Brass Lanterns, because I already learned Jewelry before I encountered the bug)
    Last edited by HugoVirtuoso; January 14, 2019, 04:35.

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