Satisfy Hunger should go, agreed. It makes no sense to have a game mechanic that only applies to one class.
While we're at it, I vote for removing the following spells:
Mage:
* CLW. Apparently this has already been removed for pure-mages; I say get it out of the spellbook entirely. They can rely on potions like everyone else who doesn't have prayers.
* Detect Invisible. This is the priests' gimmick, to help make up for their lack of generic-monster detection.
* Heroism, Berserker. These should be priest spells if anything, IMO.
* Rune of Protection. Again, this is a priest thing.
Priest:
* Find Traps and Doors. Just in the interests of having more classes join the warrior's misery pile.
* Portal, Teleport Other. Teleportation is the mage's specialty.
* Resist Heat and Cold. Again a mage-centric thing; if you really want the resistance, carry potions.
* Clairvoyance. Everyone else gets by with potions, so can priests/paladins.
* Word of Destruction. Mages get the big booms, not priests.
This is ignoring spells that are functionally useless (c.f. Slow/Neutralize Poison). These are spells that are useful but reduce differentiation between spellcasters by letting everyone do everything. (Yes, priests still get Blink and Teleport Self once they find Ethereal Openings, but that's not until well after the early game is done, at which point those spells are significantly less useful)
I'd also be interested in removing Call Light from the mage spellbook and moving Spear of Light to the priests.
Finally, d_m and Magnate: I really appreciate all the work you've put into Angband. Thank you for not just talking the talk, but walking the walk when it comes to improving our favorite game.
While we're at it, I vote for removing the following spells:
Mage:
* CLW. Apparently this has already been removed for pure-mages; I say get it out of the spellbook entirely. They can rely on potions like everyone else who doesn't have prayers.
* Detect Invisible. This is the priests' gimmick, to help make up for their lack of generic-monster detection.
* Heroism, Berserker. These should be priest spells if anything, IMO.
* Rune of Protection. Again, this is a priest thing.
Priest:
* Find Traps and Doors. Just in the interests of having more classes join the warrior's misery pile.
* Portal, Teleport Other. Teleportation is the mage's specialty.
* Resist Heat and Cold. Again a mage-centric thing; if you really want the resistance, carry potions.
* Clairvoyance. Everyone else gets by with potions, so can priests/paladins.
* Word of Destruction. Mages get the big booms, not priests.
This is ignoring spells that are functionally useless (c.f. Slow/Neutralize Poison). These are spells that are useful but reduce differentiation between spellcasters by letting everyone do everything. (Yes, priests still get Blink and Teleport Self once they find Ethereal Openings, but that's not until well after the early game is done, at which point those spells are significantly less useful)
I'd also be interested in removing Call Light from the mage spellbook and moving Spear of Light to the priests.
Finally, d_m and Magnate: I really appreciate all the work you've put into Angband. Thank you for not just talking the talk, but walking the walk when it comes to improving our favorite game.
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