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Author Topic: Alchemy, Regeneration, Organs  (Read 572 times)

Koja

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Alchemy, Regeneration, Organs
« on: July 20, 2007, 04:16:00 am »

Magic isn't implemented yet, but potions could be nice. Might make alchemy more interesting... an artifact along the lines of "Potion of Giant Growth" could be quite useful- imagine a dwarf with a maul.

Moreover, it could add a new dimension to herbs/plant gathering, as well as an incentive to look for bizarre leathers/ores.

Tied into this, might be nice to have some method of regeneration for adventure mode. Going to great lengths to regenerate an arm might be more epic than quitting or sustaining a crippled character. It's more shaman-y and low-keyed than lightning and hellfire.

Much later down the line, a method of protecting organs might be nice. From what i've heard, a powerful character has more to fear from a kobold with a crappy bow than a troll.

Thinking of the old necromantic myths of canopic jars- removed organs functioning outside the body for their owners. Don't know how doable it would be... But it might be cool. Remove the possibility of asphixiation by removal of the lungs, etc... though add tradeoffs. Using the lungs as an example, due to inefficiencies in "breathing from a distance", exertion could be increased.

Possible effects:
Lungs: +Asphixiation, +drowning, -exertion
Heart: +bleeding, +faint, -stats
Brain: +pain, -skill-gain-speed/speed/skill-effect?
etc.

Trying to remove all organs may or may not be useful to a character- being greatly slowed, easily exerted, and weak. Sure, a player may be happy not to have an fully organectomy from a midget with a 2 foot child's bow, but they'd probably take much more general damage over time. Trying to out-damage a ettin with near-zombie status is unlikely.

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~~<BR>"Zombie fish have the added benefit of not needing to breath. Thus they can wade out of the water with little to fear but bigger zombie fish" -Willfor