Change "illuminated" effect (sun infusions) from physical

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jotwebe
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Change "illuminated" effect (sun infusions) from physical

#1 Post by jotwebe »

At the moment, wild infusions love to take out the (physical) illuminated affect, leaving you blind and wondering why.

Maybe that's intended, or at least welcomed behaviour, but I for one would prefer for blindness to be a bit easier to deal with. Especially since this is caused by opponents carrying infusions, which is a lot more difficult to prepare for than, say, a sand drakes breathe.

One solution would be to put the illuminated effect into the magic category - but I don't know how that would go lore wise with infusions being the choice of the anti-magic crowd. I think this would work best.

The other solution would be to put it in the general category, but this would of course make iit non-dispellable, which would suck for characters that rely on stealth...
Ghoul never existed, this never happened!

edge2054
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Re: Change "illuminated" effect (sun infusions) from physica

#2 Post by edge2054 »

Other might be an appropriate spot for it. I don't really see it as something you can dispel, it's not like poison that's in you it's more like something that's kinda on you like luminescent dust.

donkatsu
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Re: Change "illuminated" effect (sun infusions) from physica

#3 Post by donkatsu »

Lots of effects are things that are "on" you rather than "in" you. Slime slow, acid splash, frozen, etc. I like the thought of making it magical. Magic effects don't seem to be as important as the other two types, until you get 100% confusion immunity at which point mental loses most of its oomph.

PureQuestion
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Re: Change "illuminated" effect (sun infusions) from physica

#4 Post by PureQuestion »

donkatsu wrote:Lots of effects are things that are "on" you rather than "in" you. Slime slow, acid splash, frozen, etc. I like the thought of making it magical. Magic effects don't seem to be as important as the other two types, until you get 100% confusion immunity at which point mental loses most of its oomph.
I direct you to diseases.

edge2054
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Re: Change "illuminated" effect (sun infusions) from physica

#5 Post by edge2054 »

donkatsu wrote:Lots of effects are things that are "on" you rather than "in" you. Slime slow, acid splash, frozen, etc. I like the thought of making it magical. Magic effects don't seem to be as important as the other two types, until you get 100% confusion immunity at which point mental loses most of its oomph.
A Sun Infusion creating a 'magical' effect goes way against the theme though.

I'd prefer it just be a free removal or other effect over a nature based item creating magic.

donkatsu
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Re: Change "illuminated" effect (sun infusions) from physica

#6 Post by donkatsu »

PureQuestion wrote:
donkatsu wrote:Lots of effects are things that are "on" you rather than "in" you. Slime slow, acid splash, frozen, etc. I like the thought of making it magical. Magic effects don't seem to be as important as the other two types, until you get 100% confusion immunity at which point mental loses most of its oomph.
I direct you to diseases.
Diseases are not nearly as dangerous as stun or confusion. Yes, even the ones that deal 50 damage per turn for 50 turns. Even if you throw in Pac Hex and Banes on the magic side, which are pretty deadly in their own right, they don't really begin to measure up to, heck, just stun on its own. Let alone blind, pin, etc. But this is really just a tangent; for most characters the ability to dispel luminescence won't even be an issue.

The issue about nature producing magical effects is a good one though. I guess that would be pretty anti-thematic.

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