My deal with Con is that in a world of cookie-cutter stat distributions, it could be a wild-card stat. Builds that wish to optimize their damage output could skip it, those who want greater survivability could skip it, and some would fall in between. But as-is, the benefits of Con are small enough that those looking for more survivability are better suited taking other stats and killing faster and better. I think the Character Vault backs this up, with (from what I've seen) very few Roguelike winners investing in Con. The 200 HP difference of going from 10 to 60 Con (plus a little bit of save) isn't really enough to make it worth grabbing in most cases.
The big draw of Con is to go for Thick Skin. Of course, instead of investing in Con, people usually just hoard +con items or use Pain Enhancement System to skirt the requirement altogether. To me, that seems like poor design - plus it does nothing to really reward investing your stat points in Con.
So what I've been thinking about is, what if we:
- Made Con more appealing intrinsically
- Changed Thick Skin to key off of Con, up to a ceiling of 15% at 59 (the current requirement for 5/5 Thick Skin)*
- Possibly turn Thick Skin into a 1-point talent so that builds who want 15% DR have some extra generic points to make up for the extra investment in Con
So, that would have the net effect of eliminating the stash cheese, while keeping 15% DR from Thick Skin on the table, and without breaking monsters. I think.
The only remaining factor would be to spruce up the benefits Con brings you a little bit. To do that without breaking monster balance, you'd want to go for things that are nice for the player, and that monsters wouldn't get too much use out of. Resources and/or resource regeneration, especially Stamina, is one possibility I've seen brought up. But my personal preference would be to give benefits that all classes can use, since again, I like the idea of something that anyone can get use out of so that the decision on when/whether/how much to invest in Con is more interesting and a bigger point of differentiation. To that end, I've thought that maybe +healmod and maybe (a little) +life regen might be a good starting point. Healmod especially is a very nice stat that lots of builds across classes covet. You'd want to make sure it's not too much so as not to make Con too powerful for them, but I think it could work well as an added benefit. You might also want to adjust the %DR on Thick Skin upwards a little bit, since the investment would be a lot bigger - unless you also reduced the number of generic points it takes. I've also thought about + all saves or + crit shrug-off, but both (especially the latter) could really skew monster difficulty. And saves are also kind of their own can of worms.
The idea here isn't to make the game easier. (If anything, removing Thick Skin cheese might make it harder on the whole.) I just wanted to toss around some ideas for making the stat more useful, remove the cheese element, and hopefully make Con a stat that can serve as a touchstone point of differentiation between builds.
Finally, I may take a shot at at coding this. I haven't gotten into modding ToME yet, but I've been thinking I might want to try my hand at it, and I imagine this might be a good place to start. And I know that having a proof-of-concept can go a long ways. (Secretly I'm hoping to see something like this rolled into the base game.) Of course, if anyone else wants to take the ideas and run with them, I'm all for that, too!
Thoughts?