New spell lists

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  • fph
    Veteran
    • Apr 2009
    • 1030

    #16
    Originally posted by Taha
    Personally, spells make the game far more entertaining. It makes levelling up into something more interesting than just gaining hp, at almost every range of levels, and I don't see much equivalence to that for warriors. I've never played a warrior because of that lack (plus a dislike of dealing with food beyond a certain point). But I can go back to just playing mages and priests if necessary.
    To solve this, maybe warriors should get some innate power that makes their playing style different than simply "use the direction keys to run into everything you find". Something not as powerful as magic, but still interesting to use. It should not save them inventory space (i.e., no satisfy hunger and teleport), but could add some tactical options that other class do not have. E.g., a simultaneous attack to all monster in the 8 tiles around you, a stunning attack, a "defensive stance attack" which increases AC.

    D&D 4th edition definitely went for a change with this spirit (though I must say I've never played it). Many Angband variants introduced mindcrafters, which are basically weak warriors with some innate magic-like power.

    Vanilla currently has only spellbook-based magic, this could change. Mindcrafter-like classes have been tested estensively in the variants.
    --
    Dive fast, die young, leave a high-CHA corpse.

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    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #17
      Originally posted by fph
      I don't get it. I suppose you always recall in a "safe" situation, so that mana cost and fail rate are not primary issues. So, why should I carry a rod that does recall only rather than a spellbook that does recall + something else that may be useful in some case after all? To save 1.5lbs?

      The same applies for other spellbooks that you mentioned, but this seems the best example.
      To save weight mostly. Also mana in case you have multiple rods/scrolls. I could probably store Mordenkaines to home until I start to need rune (which BTW. is addition to mage arsenal, IMO it shouldn't even be there, especially because hockey stick has not been fixed).

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      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #18
        While I'd like to see a warrior-type that has some inherent abilities, I'd prefer them to be non-magical in nature, dependent on stats, and with costs in terms of cooldowns and HP drain instead of in mana. I wrote up some ideas for this on the ToME wiki, but it seems to be defunct...here's what I can remember:

        * Leap: jump to a chosen space within three spaces of your current one.
        * Shove: swap places with adjacent target.
        * Bum rush: knocks target back and move into their square; if they can't be moved, inflicts crushing damage.
        * Trample: attack target and, if the target is killed, move onto their square.
        * Pulverize: stunning attack. Or, if directed at a wall, destroys it.
        * Wild attack: perform a melee attack on the target square and the two adjacent squares.

        Many of these would impose limitations on your equipment; Pulverize probably wouldn't be available if you were using a sword, and you can't leap if you're burdened. And remember, they'd have cooldowns, so no infinite pulverize chain.

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