It's a common problem, in RPGs of all stripes, that offensive status effects are worthless. The only monsters they actually work on are the ones where you can kill the monster in a round or two anyway, so why would you ever bother applying them?
Angband has this problem too -- monster resistance to status ailments rises so quickly that it quickly becomes pointless to try to confuse, sleep, or slow a monster. Confuse and Slow almost never stick once you're out of the early game, and even if Sleep does work the monster almost always wakes up the next turn anyway, so you've basically traded one of your turns for one of a single monster's turn.
Of course, if these abilities did work reliably, they'd be overpowered. A confused monster is essentially helpless; a slowed monster is literally half as dangerous as usual. A slept monster...ehh, still seems pretty marginal to me. But anyway, it seems clear that fixing this problem is not simply a matter of tweaking saving throws. We need to change what the status ailments do. So here's my proposal.
In all cases, the spell should work all of the time, except against monsters that are immune to the effect. However, they should not stack. The idea is that applying the status ailment is already costing the player a turn they could be using to damage the monster directly; if that doesn't pay off over the course of the fight in at least one turn's worth of benefit, then the spell is not worth using.
1) Confuse: replace it with Stun. And change how "stunned" monsters behave. Instead of being paralyzed, a stunned monster has a greatly increased failure rate on spells (50% seems reasonable), reduced melee accuracy, and reduced melee damage, but they can still move (and move in the right direction reliably) and try to cast spells. Stunning should significantly reduce a monster's offense for several turns.
2) Slow: instead of subtracting 10 from the monster's speed, just subtract 2. This is still worthwhile against large targets where the occasional free turn is very much welcome; even against small targets, slowing a single orc can give you time to run away down a long corridor, as his friends get jammed up behind him. The duration has to be 10 turns at bare minimum, giving 1 free turn to make up for the turn spent slowing, and 1 free turn to benefit from taking the slowing action, at normal speed. Ideally Slow Monster would reduce the monster's speed by 20% instead, but that's hard to do with Vanilla's nonlinear speed system.
3) Sleep: this one's tricky. It might be sufficient to simply max out the monster's sleep timer, or at least greatly increase how long monsters sleep when magically slept. It may be necessary to modify their alertness though. A monster that is put to sleep should stay asleep unless the player is aggravating. Maybe we could make this be a paralysis effect that lasts for N turns but wears off if the monster takes any damage?
4) Stun: this is currently only accessible from a couple of arcane attack spells that deal sound or ice damage. I don't have a problem with effectively merging them with the modified Confuse Monster, so that they all deal stunning.
Angband has this problem too -- monster resistance to status ailments rises so quickly that it quickly becomes pointless to try to confuse, sleep, or slow a monster. Confuse and Slow almost never stick once you're out of the early game, and even if Sleep does work the monster almost always wakes up the next turn anyway, so you've basically traded one of your turns for one of a single monster's turn.
Of course, if these abilities did work reliably, they'd be overpowered. A confused monster is essentially helpless; a slowed monster is literally half as dangerous as usual. A slept monster...ehh, still seems pretty marginal to me. But anyway, it seems clear that fixing this problem is not simply a matter of tweaking saving throws. We need to change what the status ailments do. So here's my proposal.
In all cases, the spell should work all of the time, except against monsters that are immune to the effect. However, they should not stack. The idea is that applying the status ailment is already costing the player a turn they could be using to damage the monster directly; if that doesn't pay off over the course of the fight in at least one turn's worth of benefit, then the spell is not worth using.
1) Confuse: replace it with Stun. And change how "stunned" monsters behave. Instead of being paralyzed, a stunned monster has a greatly increased failure rate on spells (50% seems reasonable), reduced melee accuracy, and reduced melee damage, but they can still move (and move in the right direction reliably) and try to cast spells. Stunning should significantly reduce a monster's offense for several turns.
2) Slow: instead of subtracting 10 from the monster's speed, just subtract 2. This is still worthwhile against large targets where the occasional free turn is very much welcome; even against small targets, slowing a single orc can give you time to run away down a long corridor, as his friends get jammed up behind him. The duration has to be 10 turns at bare minimum, giving 1 free turn to make up for the turn spent slowing, and 1 free turn to benefit from taking the slowing action, at normal speed. Ideally Slow Monster would reduce the monster's speed by 20% instead, but that's hard to do with Vanilla's nonlinear speed system.
3) Sleep: this one's tricky. It might be sufficient to simply max out the monster's sleep timer, or at least greatly increase how long monsters sleep when magically slept. It may be necessary to modify their alertness though. A monster that is put to sleep should stay asleep unless the player is aggravating. Maybe we could make this be a paralysis effect that lasts for N turns but wears off if the monster takes any damage?
4) Stun: this is currently only accessible from a couple of arcane attack spells that deal sound or ice damage. I don't have a problem with effectively merging them with the modified Confuse Monster, so that they all deal stunning.
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