Posted by Sevietrem on February 2, 2000 at 11:19:31:
In Reply to: Re: A couple of things talked about on the #cf channel. posted by Cethern on February 2, 2000 at 09:43:37:
> I know of very few spells and communes that can't be healed by a healer. > Cloud giants get the great advantages of weapon resistance, flying, being > I think svirfs were given detect invis to encourage people to play them. Looking at > Half-elves as the last example. Before they got +3 in the prime stat, I'm not sure > Any comments on the vuln mithril/iron in dark-elf and elf? I've not played one since > I'm just not sure why you'd be an elf instead of a half-elf at this point, with the possible > Cethern
> 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.
> 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.
> 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.
> 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.
> 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.
> 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.