Page 1 of 1

Making Size Class Matter More?

Posted: Wed Jul 30, 2014 11:36 am
by Lubaf
This came up in the "Ogre Magi" thread, and I'll ask here:

What are some possible ways to make Size Class matter more? Should it matter more then it currently does?

Thanks
Luc "Miniature Giant" French

Re: Making Size Class Matter More?

Posted: Wed Jul 30, 2014 2:17 pm
by Eyro
Armor restrictions.

Weapon restrictions.

Re: Making Size Class Matter More?

Posted: Wed Jul 30, 2014 2:42 pm
by Isotope-X
Some effect on Knockback seems appropriate.

Re: Making Size Class Matter More?

Posted: Wed Jul 30, 2014 2:44 pm
by grayswandir
  • Each point of size reduces knockback distance by 10%.
  • Smaller creatures have crit shrugoff because they're harder to hit in the right spot.
  • Larger creatures have crit mod reduction because they're tougher.
  • Bonus to inflicting fear on smaller things.
  • +10 Air capacity per size category
  • A flat +25 life per size category.

Re: Making Size Class Matter More?

Posted: Thu Jul 31, 2014 11:06 pm
by Doctornull
Knockback, yeah.

All the stuff grayswandir mentioned is good stuff.

Other additions:
+ Size -> Armor Hardiness, flat damage reduction, % res all
- Size -> Evasion bonus, Defense bonus, % chance to evade Beams

Re: Making Size Class Matter More?

Posted: Fri Aug 01, 2014 12:13 am
by Davion Fuxa
I'll just repost this all here -
Davion Fuxa wrote:I also figure I should be throwing out an idea I had about potentially sort of making Ogres even more similar to that of the ones in DCSS. Part of the reason I have been strongly suggesting Inscriptions and a sort of 'Resourceful' theme was due to how they played, but notably, DCSS Ogre's had little to no Damage negation or Defense.

Maybe as a sort of natural thing on Ogre's, they could have penalties due to their greater size.

-Due to being larger then most races, the equipment Ogre's wear provides them 80% of the Armor value that it normally provides - due to some sections not fully covering the Ogre's vital spots.
-Daggers and are extremely puny for them and not very usable. Ogre's receive an Accuracy and Damage Penalty when using them.
-It is rather hard to move around hidden or have enough space to practice gymnastics. Ogre's are barred from Metaclass : Rogue classes (Some leeway might be given here; if Marauders for example were able to adopt Two handed Weapons or something, could make Ogre's eligible to become them).

Edit:

Additional ideas then that I thought of after. Maybe the size idea from above could apply to Yeeks and Halflings as well; and to certain types of equipment.

On Halflings and Yeeks, they could receive Defense Penalties and Global Speed Penalties for wearing Heavy or Massive Armor. This could go a ways to make Heavy and Massive Armors a little weaker on them - though some means of compensating could be given to them as well.

For Yeeks, compensation could be given through Quickened. Quickened is already a 5/5 Talent Investment Stat regardless of character, so chucking in a reduced penalty modifier for armors could let them eventually fully negate the speed penalty from Heavier Armors - and also get the normal Global Speed Bonus they usually do.

Halflings could get some sort of bonus sort of like with Skeletons getting their 5/5 Talent Investment in Re-Assemble - maybe in Militant Mind, maybe in Indomitable.

In Light Armors or Robes, Yeeks and Halflings wouldn't experience any penalties - indirectly increasing the worth of Light Armors through another means. Ogre's wouldn't receive that benefit, since the Light Armor would still not covering all of the Ogre.