Re: A couple of things talked about on the #cf channel.:

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Posted by Cethern on February 2, 2000 at 09:43:37:

In Reply to: A couple of things talked about on the #cf channel. posted by Mr Whine on February 2, 2000 at 00:06:17:

I know of very few spells and communes that can't be healed by a healer.
Some of them are hard to heal, so you need to try more than once to do it,
but it's not impossible for most things. I've even healed crimson scourage,
which seems to be the hardest to get rid of that I've come across.

Cloud giants get the great advantages of weapon resistance, flying, being
large enough you're unlikely to be bashed, and the ability to wield two-handed
weapons in one hand. Every class with a special ability has a weakness to
balance it out. Some classes were given more abilities (I think) to encourage
more people to play them, while others more vulnerabilities. There was a time
when fire and storm giants were quite weak compared to clouds. Clouds could fly
and had no vulnerabilites. I believe clouds were resistant to heat and cold as well.
Storms were resistant to lightning, but weaker, lower con and not flying. Fire giants
had vuln mental and vul cold along with the worst int in the game. A mental knife
on them was terrible to see.

I think svirfs were given detect invis to encourage people to play them. Looking at
them now, I think their stats are pretty nice even without it, but back before
drowning attacks and swimming was around, it made more sense to be a dwarf. Higher
con, larger, no vuln blunt, same magic/poison resistance, and that cool pwent armor
was available. Dex was also far less important at the time. Now there is lots of
gnome_only stuff and they can swim, and there are tons of svirf.

Half-elves as the last example. Before they got +3 in the prime stat, I'm not sure
why anyone would play one. Their stats were +/- one from base human rolls, with an
exp penalty, and it wasn't like the extra wis gave you a practice more or the extra
int made it one practice per skill instead of two. And the changes have worked well.
I don't know of a race that isn't decently represented at this point.

Any comments on the vuln mithril/iron in dark-elf and elf? I've not played one since
it was put in. I think the inability to wear iron/mithril is kind of cool, and it
gives druids a job (that who can transmute?) but I'm not sure why they take double
damage to weapons of iron/mithril. Back when elf stats were set, they were the only
race with a special ability, and it had huge advantages due to some cabal and class
skills (duo and fade.) They also resisted charm, but 16 con and 500 exp are huge penalties
for those benifits. The metal vuln is about the only one that nothing I know of would
diminish or nullify. But as I said, I've not played one lately. I'd find a chance of a
short-lived contact poison when attacked with iron or mithril more understandable, with
no double damage. Maybe that'd suck just as bad.

I'm just not sure why you'd be an elf instead of a half-elf at this point, with the possible
exception of arcane transmuter. Maybe I underestimate a 25 int, but any h-elf mage would get
24, and a h-elf healer gets 2 extra pracs and 3 con for the 4 int. Thief/Assassin would get a
higher dex, str, and con for a slightly slower learning curve.

Cethern

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