Mewtarthio wrote:
Fatigue is just that: Physical exhaustion caused by, for instance, running around all day in heavy armor. The fatigue penalties have nothing to do with complex gestures or a mystical incompatibility between magic and armor, as is the case in other settings. In ToME, casters eschew armor because being tired, achey, and sweaty makes it hard to focus on spellcasting, and that applies equally to mana and psi. Vim, by contrast, is powered by stolen life force; the caster's focus is irrelevant.
(hopefully this discussion isn't derailing the thread btw)
That's an interesting argument (I definetely was not thinking of a 'mystical incompatibility' - again, only movement/gesturing) but I think it falls flat because if the idea was really that 'armor makes you tired, being tired makes using even non-stamina resources harder', well, the current portrayal just doesn't work like that.
Something like your idea IMHO that would feature everyone having a stamina bar that is reduced just for fighting(bump attacks too) and moving, and when it gets below a certain %, you get penalties to using even non-stamina resources. Which is an interesting system, maybe, but definetely not something I'm saying we should see in ToME!
The way it works *now* - you get immediate fatigue resource modifiers even if you put the armor on too little ago to be really tired, and they're indipendent of your stamina - makes me think that the reasoning is much closer to my own, and the idea is that heavy armor=takes more effort to perform actions that require movement.
Which makes sense to me. Also, I seem to remember Mana getting DOUBLE the fatigue penalty, though that may have been changed some time ago, perhaps.
I'm actually surprised there don't seem to be +fatigue debuffs, by the way - would make sense.
Also, going with your Vim argument for a moment - yes, the life force is stolen, but you still have to focus it yourself after all or it wouldn't do anything. Which might require movement or gestures, even if less so than regular magic.
Consider psionic energy, for a Mindslayer at least - most of their psionic energy is 'taken' from the environment or enemy attacks, but they are focusing it themselves. And they take full fatigue.
Equilibium on the other hand is fully exempted, yet likely requires a good bit of concentration, although perhaps no complex gesturing/movement.
Hate, on the other hand, is affected (IIRC), which I also feel is a bit odd.te
Not really saying the current system *should* be changed, although it does feel like it's more about balance than 'making sense' to me (not necessarily a bad thing in a game).
If it was me, I'd perhaps have psi/hate/equilibrium/vim at half fatigue effect rather than none or full.
Sirrocco wrote:One way would be quantity of Hate. As your hate bar goes up, you get a multiplier to both psi cost of all psi powers, and effective mindpower for all psi powers. That could be cool - although the overall effects would be minimal except on weird adventurer builds.
So basically make hate affect the power of psionics talents like it affects that of Cursed(but not Doomed, for some reason) talents? That's...interesting, in a way.
Although IMHO it might make more sense to first *consider* making Doomed scale off current hate, like Cursed.