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#1 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Extra racial/class abilities
Hello.
3.1.2 introduced Dwarf "detect treasure" -ability which basically detects any money or treasure veins nearby automatically. What else is there? If nothing, what else could there be? Can we expand the code that makes dwarf find treasures to other things? Some pseudo-monster detection? Item-based orc detection? Magic mapping as we go? ESP separated from Telepathy, so that you sense items and features like traps and doors like telepathy detects monsters? Rogue could sense traps and secret doors like dwarf senses treasures. Warrior could sense orcs, trolls and ogres. Mage could get "detect enchantment" at high levels. Priests and paladins undead detection. Rangers maybe natural creatures like spiders and hounds. Something like that. |
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#2 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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The other ones I know about are gnomes auto-identifying wands/staves and hobbits auto-identifying mushrooms. The gnome ability is probably the most useful out of the 3.
I like the auto-identify mechanic a lot... I actually think auto-identifying potions or scrolls could be added to the dunedain and/or the elves. If we get selective ESP working then I think giving limited ESP like you suggest would be fun. EDIT: I would like to improve dwarves and halflings... right now neither of their abilities are very useful. You could imagine mushroom detection being good if there were enough mushrooms to usefully stack and they did better things. Mineral detection would be better if minerals were profitable enough to be worth going after, or you could actually find items occasionally. EDIT2: Sorry, it's kind of early here and I missed the main gist of your post. I like all of your suggestions, particularly a permanent small radius magic mapping ability (maybe could go to dwarves and/or gnomes as part of an "underground sense"). Last edited by d_m; August 23, 2010 at 12:38. |
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#3 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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The dwarf ability would be significantly better if it mapped out quartz and magma veins for you. Then you'd know the route to take to make digging easy.
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#4 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,023
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It would be great to find something to make humans worth playing -- not necessarily powerful, it's ok to have a challenge race, but at least interesting, somehow different from the other races.
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#5 |
Swordsman
Join Date: Feb 2010
Posts: 405
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Give humans maybe 3 extra stat points at character creation. This could well be all you need, because most racial abilities tend to become superfluous around stat gain time anyway.
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#6 |
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 47
Posts: 227
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Humans are there as the baseline. Every other race is developed to be different from the human. This is a fantasy game, we need the human to be the boring, ordinary race that gives the other races meaning!
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#7 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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Quote:
There's no reason the "baseline" has to be worse than the others! ![]() |
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#8 |
Swordsman
Join Date: Feb 2010
Posts: 405
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For that matter, there's no requirement that there actually be a fixed baseline that's used to derive all the other classes. That notion, and the Angband model, are equivalent to 1st Edition D&D, and lived through 3rd Edition...but NOT through other systems derived from that basis, like Pathfinder and Arcana Unearthed/Arcana Evolved, and was scrapped in 4E altogether.
BTW: when I say +3 or so stat points, I mean they get 27 points to allocate for purchased stats...which means they can be tailored to any specific role better than another race. Dunno what I'd do for rolled stats, altho to be honest I wouldn't mind seeing rolled stats removed. |
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#9 |
Swordsman
Join Date: Sep 2008
Posts: 289
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for Dwarves: I like Derakon's idea for quartz/magma esp. Thematically appropriate and fairly useful. I might even go so far as to make it a zone of mapping - call it tunnelsense.
I also like the idea of humans getting extra starting stat points. Since the other races have boosted special abilities, it seems reasonable (and fun) for humans to be both more customizable, and potentially the most powerful (in terms of stats) at endgame. Derail: How often does anyone even play humans/elves/half-elves, except perhaps out of sheer boredom, or because all other victory conditions have been exhausted? |
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#10 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
You shouldn't need an incentive to play a human character occasionally, you should do so just because it's the right thing to do ![]()
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