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#171 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,767
Donated: $40
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@PowerWyrm: RocketBand was made for you.
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#172 | |
Prophet
Join Date: Apr 2008
Posts: 2,955
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Quote:
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#173 |
Swordsman
Join Date: Feb 2019
Location: Midwest
Age: 34
Posts: 399
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Here's an utterly insane thought about combat: make your damage die (and swings) dependent only class and stats rather than weapon. So mages do 1d4, hybrids 1d6, warriors 1d8 base. Warriors gain swings fastest, mages slowest.
Weapon types only matter because of their properties (which honestly isn't that far from how Angband already works past the early game. You could make Anduril a mace, and it wouldn't affect gameplay one bit). Daggers have a chance of slowing the target. Maces have a chance of reducing enemy AC, polearms do double damage to enemies who just moved (towards you? Not sure how implementable that would be). Axes do one swing to a number of adjacent enemies equal to your blow count. Mauls have a chance of stunning the target. If you really wanted to be crazy, you could even remove weapon damage enchantments, and maybe let classes' damage die go up as they gain levels. So weapon is purely a choice of modifying how you fight, and the additional properties they give. "Better" weapons tend to be weapons with more properties. So a *thanc would be nice early on because they have a brand, but that's it. Meanwhile, Doomwrecker is a big deal because it's got a list of properties as long as your arm. Of course something like this would probably be as big a lift as incorporating Sil-style combat... But that's what makes the idea insane! |
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#174 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,767
Donated: $40
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Minor bug: plural of 'main gauche' is 'mains gauches' not 'main gauches'.
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