Now I know suggesting any change too big always runs the risk of 'But it's not Angband', but I'm going to try this out anyway. I never think it's a bad thing to expand the scope of a game as long as it doesn't ruin what's already there.
My idea is a new part to character generation - Traits. Somewhat similar to the Fallout or Elder Scrolls games. New ways to customise your character, adding them a mix of positive and negative aspects to liven things up. They also allow for 'Challenge' games, similar to the already-implemented 'Ironman' options.
Obviously, these things have to be carefully balanced to avoid ruining the game. Some ideas are below, but they're just that - ideas. I tried not to make them overpowered or anything.
Megalomania:
Your character believes they are all-powerful, practically a God in human form. He stomps through the dungeons shouting loud defiance and taunts at anything that dares to oppose him. His arrogance can sometimes be viewed unfavourably by others, but he will be the last to back down from a fight.
Effects: -5 Stealth, +20% buy prices (hard effect, not Charisma modding) and -20% sell prices, and a 1/20 chance of surviving, at 1HP, an attack that otherwise would have killed you (or +10% hp, perhaps, if this is too 'out there'?).
(The gains seem to me to be quite small there, but honestly, I'd pick it. I always make Gnomish mages with 'Tiax' from Baldur's Gate in mind, and for Roleplaying purposes if for nothing else, such an option would be welcome.)
Claustrophobia:
Your character suffers from latent claustrophobia, and must return to the surface periodically to avoid being overwhelmed. The fear of their surroundings, when it has reached a sufficient level, gives them a significant burst of adrenaline allowing them to fight or flee to safety. The meditations undergone to control their phobia come in aid resisting magically induced terror.
Effects: Fear resistance, 10000 turns in the dungeon (I've no idea if this is too long or too short, honestly, it'd need to be tested) before becoming 'Tense', 500-1000 (random) turns from then before 'Panicking', then 100-200 (random) turns before 'Hysterical'.
Tense: +2 to hit and damage, -4ac, +3 speed
Panicking: +6 to hit and damage, -10ac, +6 speed
Hysterical: Permanently confused until death or the surface is reached.
Foreign Tongue:
You have travelled a long distance to come to Angband, and are yet to master the language of the land. You know enough to communicate, but you are easily taken advantage of by greedy shopkeepers. The fact that your land is so rich in gold makes this a slightly easier burden to bear. Much worse is your inability to distinguish between the magic scrolls of this area...
Effects: Shop keeper prices +50% buy, -50% sell, scrolls are never identified on reading them (so if you read a WoR, you'll recall, but the next time you pick one up it will be a random (different) name again), start with 10000 gold.
Sickly:
As a young child you were bitten by an extremely venomous serpent, and you nearly died. You survived, but were left frail, and your blood is slow to clot from the effects of the antivenin you were forced to take for many years. However, your experience has left you immune to toxins and resistant to draining attacks.
Effects: Resist poison, Hold Life, -2 Strength and Constitution, -1 Dex, -30% max HP, double effect of any 'Bleeding'.
(Too similar to kobolds?)
Lucky:
You've always been a lucky person - things just seem to work out your way. Whatever you need, you just seem to find it. Unfortunately, this means you've never tried to realise your full potential, and your efforts remain half-hearted.
Effects: +10% to any chance of generating an ego, +5% chance for an artifact. -1 all Stats, +50% required experience to gain a level.
My idea is a new part to character generation - Traits. Somewhat similar to the Fallout or Elder Scrolls games. New ways to customise your character, adding them a mix of positive and negative aspects to liven things up. They also allow for 'Challenge' games, similar to the already-implemented 'Ironman' options.
Obviously, these things have to be carefully balanced to avoid ruining the game. Some ideas are below, but they're just that - ideas. I tried not to make them overpowered or anything.
Megalomania:
Your character believes they are all-powerful, practically a God in human form. He stomps through the dungeons shouting loud defiance and taunts at anything that dares to oppose him. His arrogance can sometimes be viewed unfavourably by others, but he will be the last to back down from a fight.
Effects: -5 Stealth, +20% buy prices (hard effect, not Charisma modding) and -20% sell prices, and a 1/20 chance of surviving, at 1HP, an attack that otherwise would have killed you (or +10% hp, perhaps, if this is too 'out there'?).
(The gains seem to me to be quite small there, but honestly, I'd pick it. I always make Gnomish mages with 'Tiax' from Baldur's Gate in mind, and for Roleplaying purposes if for nothing else, such an option would be welcome.)
Claustrophobia:
Your character suffers from latent claustrophobia, and must return to the surface periodically to avoid being overwhelmed. The fear of their surroundings, when it has reached a sufficient level, gives them a significant burst of adrenaline allowing them to fight or flee to safety. The meditations undergone to control their phobia come in aid resisting magically induced terror.
Effects: Fear resistance, 10000 turns in the dungeon (I've no idea if this is too long or too short, honestly, it'd need to be tested) before becoming 'Tense', 500-1000 (random) turns from then before 'Panicking', then 100-200 (random) turns before 'Hysterical'.
Tense: +2 to hit and damage, -4ac, +3 speed
Panicking: +6 to hit and damage, -10ac, +6 speed
Hysterical: Permanently confused until death or the surface is reached.
Foreign Tongue:
You have travelled a long distance to come to Angband, and are yet to master the language of the land. You know enough to communicate, but you are easily taken advantage of by greedy shopkeepers. The fact that your land is so rich in gold makes this a slightly easier burden to bear. Much worse is your inability to distinguish between the magic scrolls of this area...
Effects: Shop keeper prices +50% buy, -50% sell, scrolls are never identified on reading them (so if you read a WoR, you'll recall, but the next time you pick one up it will be a random (different) name again), start with 10000 gold.
Sickly:
As a young child you were bitten by an extremely venomous serpent, and you nearly died. You survived, but were left frail, and your blood is slow to clot from the effects of the antivenin you were forced to take for many years. However, your experience has left you immune to toxins and resistant to draining attacks.
Effects: Resist poison, Hold Life, -2 Strength and Constitution, -1 Dex, -30% max HP, double effect of any 'Bleeding'.
(Too similar to kobolds?)
Lucky:
You've always been a lucky person - things just seem to work out your way. Whatever you need, you just seem to find it. Unfortunately, this means you've never tried to realise your full potential, and your efforts remain half-hearted.
Effects: +10% to any chance of generating an ego, +5% chance for an artifact. -1 all Stats, +50% required experience to gain a level.
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