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#31 | |||||||
Swordsman
Join Date: Oct 2013
Posts: 268
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Last edited by Infinitum; June 12, 2020 at 00:34. |
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#32 | ||||||
Swordsman
Join Date: Mar 2016
Posts: 371
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Good question. There are two perspectives.
One: mithril armour is canonical, but mithril weapons aren't. Those we have are dubious, should we really have more? And mithril being a very light metal, it's also perhaps questionable as a choice for an axe-head. Two: mithril weapons aren't canonical, but since we've decided to have them anyway, why not extend to axes also? I'm open to hear arguments from both. Quote:
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Also, from a gameplay perspective, staffs that simply grant some small bonus to existing skills are much less interesting than staffs that give new abilities. One issue Sil does have is that many people find its loot "boring". Given our staffs already bestow magical abilities, it seemed best to Tolkienise the way they did so somewhat. On the spells of Orcs front, do you know of any other references to them? Elves have plenty going on: Beleg's whetting spell, Galadriel enchanting her realm, Glorfindel healing Frodo, there's a fair bit more. Men (outside the Istari) are sketchier - Beorn shifts shape (this may be some innate ability), Aragorn heals (but he has long-distant Maiar blood), the Numenoreans are taught many things by Sauron. I can't think of any examples of Orcish magic being described specifically. Quote:
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#33 | |||||||
Swordsman
Join Date: Oct 2013
Posts: 268
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Personally I wouldn't mind if you cut non-unique Mithril items altogether as they somewhat muck up the equipment balance and make the already easy endgame easier. Same goes for Galvorn Armor; maybe leave Maeglin his personal suit and leave it at that? If going with rare metals though, Dwarfen Steel is mentioned in the story of Eöl, and Grond (the third age battering ram) was supposedly created out of black steel. Could be the basis for heavier quality items maybe. Quote:
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So, instead of axing or redesigning one tree to incorporate the mystical stuff, you could disseminate them as high tier abilities along all trees. A lot of abilities already do this, eg the old flaming arrows, or listening, or a lot of the current smithing/will tree. It wouldn't be that much of a stretch to have high perception characters casting scrying spells or having powers of foresight, or really stealthy characters working shadows and illusions and so on and so forth. Quote:
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EDIT: the internet provides: https://np.reddit.com/r/lotr/comment...books/ck8cvty/ Quote:
Last edited by Infinitum; June 13, 2020 at 01:02. |
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#34 | |||||
Swordsman
Join Date: Mar 2016
Posts: 371
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No, I'm not looking to connect this at all to Voice. Focus would be built up by the player spending time with the item, and limited potentially by both player Will and the item. My motivation here is not to add words of power. I view "words of power" as very much on the fringe of Tolkien magic, with no real existence in First Age writings; Beleg's spoken whetting spell has much more resonance with Luthien's song to grow her hair into the material of her enchanted cloak than Gandalf's spells of opening and closing. Gandalf himself doesn't seem to need "words of power" to set things on fire or make Gimli's axe leap from his hand or indeed any of a vast number of other things he does gripping his staff. However, we currently have an assortment of very unTolkienish consumables. I would like to make this less gamey, but reducing the variety of items to be found in Sil from its already spartan state does not seem to be an option. The question is what I can do to ensure that things that are necessary from a gameplay perspective, to make the game interesting, do not sit too jarringly with the source material. The source material does at least provide us with rings that turn the wearer invisible and orbs that let the user see far places. The concept that the wielder of a wizard's staff might be able to use some portion of the wizard's powers is not a great stretch, though a little anachronistic in a First Age context. I'm prepared to put up with this as a lesser evil than our current limited use staffs that sit in the inventory as multi-use potions. How to present this portion of wizardry? "Words of power" may be on the fringe, but it's not completely uncanonical, and it is close to the portion of canon where staffs are actually mentioned. Quote:
Song is well represented in Sil, but the use of magical items is arguably crude. Staffs could be seen as a bit of a lazy shortcut, used as they are in the source material strictly by wizards, but it saves combing through the assortment of magical objects in Tolkien to answer questions like: what would a magical item that acted like the Phial of Galadriel look like in the First Age? I am planning to introduce some sort of scrying based on orbs also, but I haven't delved into the design as deeply. TL/DR: I don't believe, canonically, that most of these magical abilities belong on any part of the skill tree save for Songs, since characters are not wizards. Magical items in Tolkien do grant abililties in ways separate from Songs, but are not limited in use. Staffs are probably not ideal as First Age magical items from a canon perspective, but creating a suite of items that are both canon-plausible and balanced for good gameplay will be extremely challenging, and this reduces some of that challenge. Quote:
Yes, there's a strong implication that while men are not innately magical, they can learn dark arts, and Sauron is said to have taught the Black Numenoreans lore. The Witch-King of Angmar was another such sorcerer, though it's unclear how much of the powers he had were learned and how much drawn from the Ring he wore. I'm not sure that sorcery is mentioned much in a First Age context outside Gorthaur / Thu / Sauron, Lord of Wizard's Isle. Men of the First Age are mostly Edain or Easterlings, and while the latter do Morgoth's bidding there's little suggestion of any supernatural powers. Shame, I'd love to be able to jam scary human sorcerers in at 950'. An orc unique might fit, but I'd have to jettison a canonical orc unique to make it fit, which feels bad. All the orc colours are used up. |
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#35 | ||
Swordsman
Join Date: Oct 2013
Posts: 268
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(fake) EDIT: was able to replicate the inventory visual glitch; I think that when the last item on the inventory is shifted upwards (eg when you drop/use an item above it) half of the tile remains on the empty row. EDIT: Pretty sure the tiles for Hauberks/Corslets are mixed up? The latter looks heavier than the former. Last edited by Infinitum; June 15, 2020 at 21:11. |
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#36 |
Rookie
Join Date: Feb 2020
Posts: 22
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I’ve had a busy few weeks recently but I wanted to chime in and say that I’ve read through and noted all comments related to the tiles. I appreciate the feedback quite a bit.
It’s not that the tiles are swapped, just an error in their representation on my part. This is a valuable type of critique, let me know if anything else feels out of place or unbalanced. |
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#37 |
Adept
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Will you be updating the file on the github repository once you've processed the comments?
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#38 | |||
Swordsman
Join Date: Mar 2016
Posts: 371
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Luthien incidentally does have the help of a magic item to send Carcharoth to sleep in the Lay of Leithian - the cloak she enchanted earlier. Definitely not a staff though. Quote:
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#39 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,996
Donated: $40
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Mithril axe in the first age, when it was relatively common, seems plenty likely, as it was very much a dwarven sourced metal. Elvish mithril was usually smaller items, so a mithril spearhead is likelier than a mithril sword.
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#40 |
Swordsman
Join Date: Oct 2013
Posts: 268
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Staffs of light produce a visual darkness effect when activated (even in ascii mode).
EDIT: Dragon breaths are also black instead of red. EDIT: As are Serpent breaths. Seem to recall arrows looking like black dots as well. Gonna go ahead and call this a general visual bug. EDIT: Drauglir dropped the bat fell of thurwengl.. thurw.. thrwl you know who I mean. Happened in ASCII, weird since I recall getting the wolf pelt in another run. The bat lady is still alive according to my monster memory. EDIT: Oldie but goodie: Special shadow cloaks don't display their stealth bonus when unidentified, and SC of stealth don't auto identify. EDIT: Dunno if its just me, but is there a -lot- of cold resistance around? Feels like most new artifacts/egos add it somehow. Last edited by Infinitum; July 7, 2020 at 23:02. |
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