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Old April 14, 2020, 18:48   #71
DavidMedley
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Quote:
Originally Posted by Diego Gonzalez View Post
The stun effect of Maim is nice. But at high levels (not there yet) you get 3 blows max. How about making each blow unavoidable? Less blows, but each one of them lands on target. Or reduce the evasion chance
I'm actually thinking of going the other way. Stun (and some other effects) will only happen if you can land a melee blow. But I'll drop the spell fail chance to compensate. And maybe the stun effect will be applied for *each* hit, rather than just once.
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Old April 14, 2020, 18:51   #72
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Quote:
Originally Posted by Hounded View Post
"Only half-caster to have a shapechange"

What's the change?
Sorry, the reference goes a bit over my head. I'm talking about Werewolf Form, which gives +1 blows, +1 move speed (generally, doubles your footspeed), gives regeneration (if you don't have it), +5 to hit and to-dam, and a one-time Howl of the Damned effect (attempts to cause fear). I'll update my outline to be more specific.
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Old April 15, 2020, 00:12   #73
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Thanks David. Sorry I wasn't clear. I'm realizing more and more that the bulk of this game gets played in my head and the computer is just a story-board aid.

I didn't realize you were referring to werewolf form and was struck by the possibility of some sort of warped Hulk-Type physical berserk-rage transformation (the reference was from Irish mythology; penultimate noble warrior half descended from the gods who transforms into an unstoppable undiscriminating ravening beast in combat trope).

Appreciate the quick answer.
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Old April 16, 2020, 15:16   #74
Eric
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Thanks for that explainer (#66) DavidMedley!
I was confused from the text in the 'S' command how the SP/HP relationship worked, but I'm really enjoying the new dynamic.

Being able to heal by casting spells during combat is pretty neat, I've gotten through a few tough fights that I otherwise would've run from (like Bolg and some Old Trees) thanks to Grim Purpose. While I had a heavy weapon, the extra blows (and healing!) from Leap & Whirlwind were great, now that I've got Forasgil, Whirlwind is still great (walking into packs of O,T,C,Z and absolutely destroying is Oh-so-satisfying), and Leap is still handy for fleeing monsters and getting the jump on breathers when I don't want to turn on Taunt. I've had plenty of close calls still, so it doesn't feel overpowered, either.

So in short, I'm a fan. The SP mechanics are definitely clearer with more SP, but without fractional display, I don't think there's really much to do about it. There's not a clear winner for "best race for starting out with" in my mind, which is interesting... gonna have to try out a half-orc next. Posting progress on the ladder at
http://angband.oook.cz/ladder-show.php?id=23483
for what it's worth, though I've had some luck lately, so I'll probably die soon.
Hopefully I'll make it to Werewolf before kicking the bucket...
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Old April 16, 2020, 17:27   #75
DavidMedley
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Thanks for the detailed response, Eric!

Quote:
Originally Posted by Eric View Post
I was confused from the text in the 'S' command how the SP/HP relationship worked
Yeah, this dynamic is totally new so I thought I needed to describe it. None of the other player properties have nearly this long of an explanation. Nick suggested I could break "Combat Regeneration" into more than one property, but I feel it's all one thing. If you (or anyone else) want to try to rewrite it, that would be awesome.

For reference, here's the current description:

Quote:
Combat Regeneration

You draw power from the thrill of combat. This power is represented by
Spell Points (SP). You gain SP in combat when damaged by a monster or
when you attack in melee. When not in combat you *lose* SP at half the
rate others gain it, and you gain hitpoints (HP) at only half the normal
rate. When you spend SP by casting a spell you regain some HP, and
unspent SP replenish your health even more efficiently. The more damaged
the character is, the bigger these HP gains will be.
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Old April 16, 2020, 17:50   #76
Diego Gonzalez
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I'm becoming a fan too hehe.

I'm using a combination of Taunt and Whirlwind for some mobs (Venom too). Sometimes I cast Hollow of the Dammed to make some of them fly away and fight less enemies at once. Taunt is a *must* for mobs. At higher levels its better to fight just 2 or 3 monsters at the same time.

Leap is great for retreating enemies, as Eric said.

I like the spell selection very much. Again, well done!
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Old April 16, 2020, 17:56   #77
DavidMedley
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Thanks, Diego!
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Old April 17, 2020, 16:58   #78
mrfy
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So you can still shield bash as werewolf shape? Seems illogical.
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Old April 17, 2020, 17:32   #79
DavidMedley
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Quote:
Originally Posted by Eric View Post
Being able to heal by casting spells during combat is pretty neat, I've gotten through a few tough fights that I otherwise would've run from
This is what I was going for. Something that may not be obvious right away is that the healing side-effect is proportional to damage. So if you save your spells until you are near max SP or near zero HP you get the most out of them. I think this is fun and cool, too. But if you use your SP in this way the magnitude of the healing might be a bit too high, and I may have to cut it a bit. Or maybe it's a reasonable reward for courting death.

Quote:
While I had a heavy weapon, the extra blows (and healing!) from Leap & Whirlwind were great
Again, that's what I was going for. The minimum effective weight for weapons really punishes BGs early compared to warriors, paladins, and rogues who can get a lot of blows with a light weapon. Berserk Strength is a nice early consolation prize, but once you get 2 blows with any size weapon at CL20 with Leap, the BG gets some nice payback for living with low blows for the first 19 levels. And 2 blows at CL25 with Whirl multiplied by 3 or more enemies is pretty nuts. When you start gaining strength (and therefore blows) these spells diminish again.

I'm not sure I love chain-casting Leap at melee range at CL20, from a fun and immersion perspective (and verisimilitude, if I can use a 25 cent word). But it seems to fit the bill for rewarding heavy weapons.

Quote:
There's not a clear winner for "best race for starting out with" in my mind, which is interesting
In my mind, Half-Orc was the ideal race, thematically, followed by Dunadan. But I think Dwarf and Half-Troll should play quite well, too. Humans fit very well thematically, and I guess BG is as good a choice for them as any. Elves would be the only combo that would make me blanch in Tolkien (meme joke). I saw Sphara playing a Kobold Blackguard yesterday, which is not a combo I would have expected!
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Old April 17, 2020, 17:33   #80
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Quote:
Originally Posted by mrfy View Post
So you can still shield bash as werewolf shape? Seems illogical.
Never thought of that!
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