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#11 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,968
Donated: $40
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It is the racial EXP penalty that mattered. The class penalties never made a lot of sense. Picking gnome vs high-elf was a matter of trade-offs when HE mage took so much longer to level.
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#12 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,641
Donated: $60
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Quote:
![]() I have done pretty much exactly this for FAangband races - elves are high WIS, dwarves are high INT. This is not changed in Angband because I formed the belief that upending the races would upset too many people.
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#13 | |
Apprentice
Join Date: Jan 2019
Location: Alberta
Posts: 89
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Quote:
hmmm... wonder how hard it would be to incorporate a "Bag of Holding" into Angband.
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#14 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
I mean, I guess you could also make the weight capacity constraints much more rigorous, but then you're debuffing physically weak races instead of mechanically powerful classes. |
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#15 |
Knight
Join Date: Oct 2019
Posts: 937
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#16 | |
Knight
Join Date: Oct 2019
Posts: 937
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Quote:
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#17 |
Adept
Join Date: May 2019
Location: Indio, California, United States
Posts: 145
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i maybe started playing in the late 1990s, then rediscovered it in maybe the late 2000s?
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#18 |
Knight
Join Date: Oct 2019
Posts: 937
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Blackguard
Blackguards seem very boring until at least CL 8. I remember this special ability in Faangband where you'd get a slight speed boost whenever you attack in melee or get hit. Maybe blackguards should start with something like that. Maybe not speed, but Berserk Strength. And the CL 14 spell could be used to get BS before combat or generate extra turns of it between combats?
What is the magnitude of IMPAIR_HP? Like, do HPs recover at half the normal rate? I haven't played this class much, but it doesn't seem to add much interest to the game thus far. |
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#19 |
Adept
Join Date: May 2007
Posts: 170
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I like the combat spells of the blackguard a lot. It was one of my strongest melee characters ever. I had the same feeling of boredom at first but later it was a fun experience.
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#20 |
Knight
Join Date: Oct 2019
Posts: 937
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Traps
I really like that the ways of identifying traps have been reduced. It always seemed a bit cheap to just magically identify all traps, and then what seems like it's supposed to be a big part of the game is reduced to almost nothing.
I wonder if something other than all-or-nothing trap ID would work? Thematically, whoever set up a particular trap might have imbued it with some degree of magical detection resistance. In-game you'd have a chance to notice traps with magic just like you have a chance to notice traps with your eyes. |
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