My Rant about DSM suits, playability, and mage spells.
What I'm reading into this discussion is:
There ought to be a bit more variation in DSM suit generation.
I like the ideas of additional flags, ego attributes to DSM suits, .. and to armor in general. Even with Random Artifacts on, I believe the game is more interesting when a wider variety of ego- / combination gear is available. I like the idea that Base Resistances should be stronger in DSM suits. I like that some should even offer ego types not offered in normal armor. DSM suits with varied damage activations also seems like a great idea. One GreenDSM suit might have a PoisonBall (80), where another might sport a PoisonBall (120). Maybe have a deviation akin to speed ring rolls, where damage is determined by a base of xx, then have subsequent rolls to determine to the damage value when the suit is generated.
However, I think the current release seeds the game with too many iterations of DSM suits. I think the game currently has way too many DSM suits generated, and, moreover, too many Dwarven DSM suits. I was looking for the squelch option for Dwarven gear in my last game.
Would it be asking too much for DROP_GOOD / DROP_GREAT to possibly generate say Soft Leather Armor Elvenkind with 2 higher resistances? or a possible combo - Combat Soft Leather Armor of Elvenkind, where it has both a high resistance and a bonus on to-hit or to-dam die rolls? Say those suits would be generated rarity level like A:20:60 to 100 or so. Metal Lamellar Armour of Resist Cold and Acid, for example, might also be of interest to some adventurers. Personally, I cannot think of the last time I didn't have Metal Lamellar Armour squelched ....
What about giving random activations to random, mundane weapons/armor? Maybe it's a dagger (+2, +3), but it upon further investigation, one notices it has been enchanted to activate for phase door every 74 to 86 turns. Or a dagger with an extra-special weight balance that permits a +1 swing-speed each round. The odds of finding such an enhanced item (weapon or armor) would depend on depth and a pretty rare RNG roll.
I'm not trying to break the game by any means... make it too easy, some would say. My point is to add in randomness into item generation, making the game more enjoyable for the increase in surprise factor of finding new and interesting items.
I like the list of added ego types mentioned earlier, for the most part. Some might be going too far, but in general, adding new types while taking rarity into account, will not necessarily ruin the balance of the game.
BTW, please put Heroism/Beserker Rage, and all the enchantment spells back into Tensers. I'm tired of just tossing that aside for an extra slot in my games as a Mage. Those spells do not, by any means, break the game in favor of the Mage players. Same for Detect Object in Magic for Beginners. It won't/doesn't spoil the game. Cure Light Wounds ought to be a different spell, ... maybe something like a Mystic Shield that provides RDark/RLite or RNexus for xx d yy turns. ManaShield to provide RMana based on PlayerLevel - the higher the caster, the higher the percentage of damage reduction. Or Ventriloquism which draws mobs to another spot xx - yy squares away from the caster in a direction / target selected by the caster for level d 3-5 turns. You know - something Mage-like. You are right to take CLW away from Mages; but, rather than take it away out-right, give them something else in return. A utility spell or something.
Again, my point is to add to the game; not detract by taking skills / options away from the player. Make it more interesting without ruining it.
Also - most of the spells in Kelek's book are a waste. Earthquake (sounds like another priest spell), Rend Soul, Bedlam, Word of D (another Earthquake effect) are some that I never bother learning to reduce chances of typos. Bedlam would be better if it also did real damage, like a BronzeDSM Tech-Shot. Mages need a better mana bolt spell, something between MagicMissile and ManaStorm... or just improve Magic Missile effectiveness.
What I'm reading into this discussion is:
There ought to be a bit more variation in DSM suit generation.
I like the ideas of additional flags, ego attributes to DSM suits, .. and to armor in general. Even with Random Artifacts on, I believe the game is more interesting when a wider variety of ego- / combination gear is available. I like the idea that Base Resistances should be stronger in DSM suits. I like that some should even offer ego types not offered in normal armor. DSM suits with varied damage activations also seems like a great idea. One GreenDSM suit might have a PoisonBall (80), where another might sport a PoisonBall (120). Maybe have a deviation akin to speed ring rolls, where damage is determined by a base of xx, then have subsequent rolls to determine to the damage value when the suit is generated.
However, I think the current release seeds the game with too many iterations of DSM suits. I think the game currently has way too many DSM suits generated, and, moreover, too many Dwarven DSM suits. I was looking for the squelch option for Dwarven gear in my last game.
Would it be asking too much for DROP_GOOD / DROP_GREAT to possibly generate say Soft Leather Armor Elvenkind with 2 higher resistances? or a possible combo - Combat Soft Leather Armor of Elvenkind, where it has both a high resistance and a bonus on to-hit or to-dam die rolls? Say those suits would be generated rarity level like A:20:60 to 100 or so. Metal Lamellar Armour of Resist Cold and Acid, for example, might also be of interest to some adventurers. Personally, I cannot think of the last time I didn't have Metal Lamellar Armour squelched ....
What about giving random activations to random, mundane weapons/armor? Maybe it's a dagger (+2, +3), but it upon further investigation, one notices it has been enchanted to activate for phase door every 74 to 86 turns. Or a dagger with an extra-special weight balance that permits a +1 swing-speed each round. The odds of finding such an enhanced item (weapon or armor) would depend on depth and a pretty rare RNG roll.
I'm not trying to break the game by any means... make it too easy, some would say. My point is to add in randomness into item generation, making the game more enjoyable for the increase in surprise factor of finding new and interesting items.
I like the list of added ego types mentioned earlier, for the most part. Some might be going too far, but in general, adding new types while taking rarity into account, will not necessarily ruin the balance of the game.
BTW, please put Heroism/Beserker Rage, and all the enchantment spells back into Tensers. I'm tired of just tossing that aside for an extra slot in my games as a Mage. Those spells do not, by any means, break the game in favor of the Mage players. Same for Detect Object in Magic for Beginners. It won't/doesn't spoil the game. Cure Light Wounds ought to be a different spell, ... maybe something like a Mystic Shield that provides RDark/RLite or RNexus for xx d yy turns. ManaShield to provide RMana based on PlayerLevel - the higher the caster, the higher the percentage of damage reduction. Or Ventriloquism which draws mobs to another spot xx - yy squares away from the caster in a direction / target selected by the caster for level d 3-5 turns. You know - something Mage-like. You are right to take CLW away from Mages; but, rather than take it away out-right, give them something else in return. A utility spell or something.
Again, my point is to add to the game; not detract by taking skills / options away from the player. Make it more interesting without ruining it.
Also - most of the spells in Kelek's book are a waste. Earthquake (sounds like another priest spell), Rend Soul, Bedlam, Word of D (another Earthquake effect) are some that I never bother learning to reduce chances of typos. Bedlam would be better if it also did real damage, like a BronzeDSM Tech-Shot. Mages need a better mana bolt spell, something between MagicMissile and ManaStorm... or just improve Magic Missile effectiveness.
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