Making Size Class Matter More?

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Lubaf
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Joined: Sun Mar 09, 2014 12:00 am

Making Size Class Matter More?

#1 Post 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

Eyro
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Re: Making Size Class Matter More?

#2 Post by Eyro »

Armor restrictions.

Weapon restrictions.

Isotope-X
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Re: Making Size Class Matter More?

#3 Post by Isotope-X »

Some effect on Knockback seems appropriate.

grayswandir
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Re: Making Size Class Matter More?

#4 Post 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.
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Doctornull
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Re: Making Size Class Matter More?

#5 Post 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
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Davion Fuxa
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Re: Making Size Class Matter More?

#6 Post 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.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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