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From: David P. <pl...@mi...> - 2008-12-07 12:48:35
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On Sat, 6 Dec 2008, Matthew Cline wrote: > On Saturday 06 December 2008 07:55:17 pm David Ploog wrote: > >> Two activists have put together a new class, the Artificer. This is >> a class starting with a good feeling for technical stuff, which in >> Crawl translates to Evocations, Traps & Doors and Crossbows. (The >> Evocations being most important, I guess.) They start with two >> wands (one being of random effects, the other one a minor tier wand >> to be chosen). > > Unless Artificers are given a way to recharge wands I would think that > they should be given some sort of rod. ToME3 has plans for an wand > centered Alchemist class which can recharge wands using potions. This would be interesting: a way to turn resources into charges. Has to be carefully balanced -- we don't want making charging of crucial wands trivial. (I mentioned Deep Dwarves below: in my current design, they start with a wand of healing and the ability to recharge (anything) at the cost of one Maxmp.) > > Also, this could be a good class for implementing a player-set-traps, > since mechanical traps would fit in with artificing and also fit in > with their starting Traps & Doors skills. Yes, setting traps by the player will come, ultimately. >> I think that the class adds interesting gameplay: it would be an >> ideal choice for players intending to go with misc. items and/or >> with Nemelex. > > I don't think that "artificer" would go well with drawing magical > cards out a deck created by a god, but maybe that's just me. You mean it is counter to the flavour? As I see it, they accept the presence of Magic (you have to in the dungeon) but prefer to produce their magics in a way different than casters. If you want, in a manual way rather than an arcane way. Drawing cards seems to be 'manual' too (which is why it falls under Evocations, I guess.) Thanks for input! Do you have more concrete ideas on the potions->recharge theme? David |