This indeed looks like an improvement, but I still think that individual hate bars would be better thematically - hate is a targeted emotion, it needs a subject to be projected on. Hating everything indiscriminately seems more like rage to me (or teenage angst or whatever).benli wrote: 1. When idle, your hate will sit at 0.
2. Hate grows very quickly when in combat. Maybe +10/turn for a certain threshold of damage inflicted or received, +20/kill, etc.
3. Hate falls very quickly. Maybe -5/turn or -10/turn when you haven't gained any for 3 turns.
4. Talent use does not reduce hate, but some may require a threshold. So blindside might work at 0 hate, but rampage might require you to be at 40+ hate to activate it.
5. Many more talents should scale power off hate so you come into combat cold and become a killing machine the longer you fight.
This allows for auto-explore (since hate falls to 0 pretty much immediately) and some pretty interesting tactics in battle. I think this is similar to the idea of having a hate bar on every creature, but it is simpler and rewards you regardless of whether you are fighting a lot of weaker enemies or one tough one.
The hate part is pretty easy to modify, but this requires some changes to the talents. I've been putting together another addon (an afflicted-themed dungeon), but I might give this a try at some point to see if it plays ok.
Individual bars would also allow for hate to start off at a set value for each new enemy (say 50) and then change dynamically during the battle (increasing with the enemy's actions against the PC and vice versa). This would circumvent supermini's problem with initially low hate encouraging bumping enemies at the beginning of fights.