Okay on Irc some ideas for some new runes and possibly taints (if they ever get added). So currently If I am shielded and get hit by some statues effect causing blow I will still get the effect. This seems kinda weird that I can get hit by a stunning blow, take no damage but still get stunned. Also undead have no panic way to remove or prevent effects (barring escort quests). So the idea is have some type of shield for status effects. This could be a shield that stops just status effects (or those just of one type). Another option is that you some how use the shield to stop the effects and the effects take up power (so take the source power and use that to reduce that shield). For possible taint idea is to allow some immunity/ resistance to status effects of one type at the cost of vulnerabilities of the other types. So this could be duration modification or just adding saves. A fun idea that came up is switching saves types. so lets say for X turns I use my mental save instead of my spell save. a variation of this could be swapping saves and power. Other stuff that came up is a rune that removes 1 effect and grants immunity to that effect for X turns and some way of allowing the user to reroll saves against current status effects ( eg I boost a save and allow a reroll against that effect)
also here are some old ideas just as a reference (they are a bit dated)
http://forums.te4.org/viewtopic.php?f=3 ... incription
http://forums.te4.org/viewtopic.php?f=39&t=25276
yet more incription ideas
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yet more incription ideas
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
Re: yet more incription ideas
Hmm, that gives me an idea...
Attunement - makes a spellcaster's body like a lightning rod for mana. Increases spellpower, but also reduces resistance to enemy magic.
Attunement - makes a spellcaster's body like a lightning rod for mana. Increases spellpower, but also reduces resistance to enemy magic.
The Ed draws near! What dost thou deaux?
> eat sandvich
OM NOM NOM... YOMMY SANDVICH!
> eat sandvich
OM NOM NOM... YOMMY SANDVICH!
Re: yet more incription ideas
I'd prefer a straight bonus to saves over swapping saves. The latter would require you finding an inscription that satisfies not one but two conditions (uses the right save and converts it to the right save), which is just tedious. As a class mechanic I think it would be more acceptable.
The problem with directly countering active status effects is that they really aren't designed in any consistent fashion. Removing the effect makes the most sense, but since that is already taken by the wild infusion, it wouldn't be a good effect for a rune. Perhaps a "wild"-style rune could transfer status effects from the player to a target (but it would always be limited to a single effect and a single effect type). If you could choose the first target it could also act like a "disperse magic" talent.
The problem with directly countering active status effects is that they really aren't designed in any consistent fashion. Removing the effect makes the most sense, but since that is already taken by the wild infusion, it wouldn't be a good effect for a rune. Perhaps a "wild"-style rune could transfer status effects from the player to a target (but it would always be limited to a single effect and a single effect type). If you could choose the first target it could also act like a "disperse magic" talent.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: yet more incription ideas
Ideas:
Corrupted rune - deals X blight damage to all creatures within Y tiles of you, healing you for half of the damage dealt. Takes a turn to activate.
Resilience infusion - prevents a higher percentage of damage than wild, while giving a small amount of regeneration (5-10 ish). Takes a turn to activate.
Tree infusion - gives +X physical and mental power, +saves, +armor, + health regen, but pins you for its duration. Instant activation.
Slime infusion - deals X slime damage to each creature within a Y radius. Takes a turn to activate.
Vulnerability rune - Reveals all unfriendlies within X tiles, and reduces all resistances of them by Y%. Instant activation.
Corrupted rune - deals X blight damage to all creatures within Y tiles of you, healing you for half of the damage dealt. Takes a turn to activate.
Resilience infusion - prevents a higher percentage of damage than wild, while giving a small amount of regeneration (5-10 ish). Takes a turn to activate.
Tree infusion - gives +X physical and mental power, +saves, +armor, + health regen, but pins you for its duration. Instant activation.
Slime infusion - deals X slime damage to each creature within a Y radius. Takes a turn to activate.
Vulnerability rune - Reveals all unfriendlies within X tiles, and reduces all resistances of them by Y%. Instant activation.