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From: Michael C. <my...@vi...> - 2001-03-27 12:28:57
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"J. Ali Harlow" wrote: > > As many of you will be aware, Robert Schneck and I have been discussing some > balance issues in rgrn. In particular, Robert wrote: > > > Maybe non-magical items obtained from magical originals should (have a > > chance to) stay polymorphed and not revert. You could occasionally > > obtain desired items without spending a potion of restore > > ability, but getting magic markers and ascension armor would be harder > > this way. > > I propose, therefore, that we implement Robert's suggestion and also tune > down upgrade_object() so that non-magical objects never become magical by > this means. > One other possible enhancement would be to seperate the tinker technique > and the effects of potions of gain level. Potions of gain level are rare > enough that I'd be happy to let them create magical objects out of > non-magical objects if the tinker technique did not. How about having a potion of gain level act like a scroll of enchant armor/weapon? The dipped item gains a +1 enchantment (with the normal rules for it melting into slag if over enchanted). Cursed potions would disenchant and curse, blessed would enchant by 1-2 and bless. Tinker should probably be able to repair damaged items (burnt, corroded or erroded) and, maybe, combine items to make other items: Leather armour + dragon scales => dragon scale armor (with the highest plus of either component)). Any cloak + can of grease => oilskin cloak Any sack + can of grease => oilskin sack Making magical items should require some sort of spell casting, or a way of draining magic from elsewhere. There should be some sort of sacrifice on the players part, as the effect is almost equivilent to a wish. Any helm + mind flayer corpse => helm of telepathy? Any helm + chamelian corpse => helm of opposite alignment? Tin whistle + !oGainLevel => Magic Whistle? Wooden harp + +ofCharmMonster => Magic Harp? Tooled horn + /oCold => Frost Horn? Tooled Horn + /oFire => Fire horn? Tooled Horn + Bag of Tricks => Horn of Plenty? Flint + /oHealing => Healthstone? Any cloak + =oProtection => Cloak of Protection? If chargable items are used, they MUST have charges and the change of success decreases if they are less than fully charged. If the skill isn't going to make a change to an item, it should leave it unmodified. There should probably also be a skill check, with a chance of ruining one or both of the items if the check is failed. Hmmm. We'll need simpler recipies so they can practice: Tin pot + dagger => iron helm orcish cloak + dagger => dwarven cloak Tin pot + corpse => food ration Tin pot + rotten corpse => tripe ration Hmmm. Do we need tools like needles, sheers and hammers? Mik |