v4: whither DSM?
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I like the idea of different activations depending on the armor slot. Armor could activate for breath as before, shield for temp resist, maybe something else for helm and then have no activation for boots/gloves -
I think DSM activating for a breath weapon is a little silly, armor activating for a *breath Weapon* just defies logical sense to me, you already have wands of dragon breath, it's fits more into character with what it is, which is protective armor, so it makes sense to offer resistance based on the type of dragon scale used, gold, red, blue, etc.Leave a comment:
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Why not have different activations for different pieces of equipment.
Helm- detect dragons (or breath)
Armor- Berserk? Temp AC Boost?
Shield- Temporary Resist
Gloves- bolt/ball/temp weapon brand?
Boots- ??? maybe detect treasure?
I also like the "breath gets more powerful/more damage types with more dragon scale item" option.Leave a comment:
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I think the breath activation should just be eliminated. It has never figured into a decision to wear (or not) a piece of DSM in any one of my games; it is just an unnecessary extra bonus for the player.
In fact, if you *want* there to be a useful DSM activation, a far more interesting choice would be to have it activate for additional temporary resistance. Warriors in particular have a hard time getting that extra layer of resist, especially for electricity. But I think an even better choice is to eliminate the activation entirely.
If anything I'd like to see it bumped up but with longer must wear or recharge so it is truly frightening and a valid choice instead of the same sets of ever present artificats.Leave a comment:
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Why not have different activations for different pieces of equipment.
Helm- detect dragons (or breath)
Armor- Berserk? Temp AC Boost?
Shield- Temporary Resist
Gloves- bolt/ball/temp weapon brand?
Boots- ??? maybe detect treasure?
I also like the "breath gets more powerful/more damage types with more dragon scale item" option.Leave a comment:
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I think the breath activation should just be eliminated. It has never figured into a decision to wear (or not) a piece of DSM in any one of my games; it is just an unnecessary extra bonus for the player.
In fact, if you *want* there to be a useful DSM activation, a far more interesting choice would be to have it activate for additional temporary resistance. Warriors in particular have a hard time getting that extra layer of resist, especially for electricity. But I think an even better choice is to eliminate the activation entirely.
Dragon armour can be better than normal by offering magical resistance (permanent and perhaps temporary) and by being more supple and less noisy than metal armour (lighter? smaller penalties to hit? smaller penalties to stealth if those get implemented? perhaps just make it apply to items that are normally made from leather and make them a bit more robust?).Leave a comment:
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I think the breath activation should just be eliminated. It has never figured into a decision to wear (or not) a piece of DSM in any one of my games; it is just an unnecessary extra bonus for the player.
In fact, if you *want* there to be a useful DSM activation, a far more interesting choice would be to have it activate for additional temporary resistance. Warriors in particular have a hard time getting that extra layer of resist, especially for electricity. But I think an even better choice is to eliminate the activation entirely.Leave a comment:
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Keep in mind that there's zero point in making this complicated. @'s not going to run around in multiple bits of dragonscale armor all of the same color just to get a snazzy breath weapon.
I'd say just give each individual piece of armor its own breath weapon, optionally scaling damage dealt by armor type and item depth. If the player really wants to run around wearing just dragonscale armor so they have the ability to breath a middling-powered set of attacks several times in a row, hey, more power to them.Leave a comment:
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How about making the breath stronger if you wear more of the same Dragonscale type..and make the recharge type longer the more pieces you wear. Combining could give a mixed breath or just 1 of the types but less strong than pieces of 1 type..Leave a comment:
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It would be interesting if you only had ONE breath activation, but it became more powerful as you added more dragonscale items to your kit.Leave a comment:
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Use a pval or a couple of near-identical affixes to allow varied damage amounts. Body armour should do most, followed by helms (and shields if available?), then anything else.
Items from deeper in the dungeon should also be eligable for higher damage.
An alternative approach to this might also be to make the breath damage scale with the total AC of the item...
[edit] What I'm aiming at here, in case it isn't obvious, is a breath attack that can avoid both being overpowered too early and worthless in endgame. So an early-game DSM has early-game damage and late-game DSM has late-game damage, without necessarily being different types. Hooking inappropriate armour types into the equation is just a bonus.Last edited by kaypy; October 25, 2011, 12:41.Leave a comment:
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O/FA have artifact sets - combinations of artifacts which give a bonus when you wear them all. You could have a similar sort of arrangement where a DS item gains an activation if a second one is worn.
This could be generalised to all sorts of stuff - matching leather hat and boots give a +CHA bonus, say...Leave a comment:
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O/FA have artifact sets - combinations of artifacts which give a bonus when you wear them all. You could have a similar sort of arrangement where a DS item gains an activation if a second one is worn.
This could be generalised to all sorts of stuff - matching leather hat and boots give a +CHA bonus, say...Leave a comment:
Leave a comment: