eugman on Fri, 5 Aug 2005 08:51:38 -0500 (CDT) |
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Re: [s-d] MY problems with current props. |
> > P199 > > Doesn't seem like the advatages of that rule will ever affect many people. > > It wouldn't be an advantage if everybody had it. No I mean I think that the bonuses won't be changing hands much. > > p205 > > The teleport seems a bit powerful. Of course if you made it so there was > > a 1 nday delay in teleporting then people could reek havoc by moving your > > pod. DAmage should probably be lowered since 10 is default health > > currently. > > You can only create pods at your location, so the teleport doesn't do you > much good except as a way to quickly return to a place you've already > been. I expect it will be more useful when players take passageways that > other players can't take (say, because a Golem can't enter the Closet to > go through a secret passage at the back). Then a smaller player can go > through carrying a pod, after which the contraption holder can teleport > past to join em. Well I suppose we'll just find out and see. > > p206 > > Thumb of smiting seems slightly too powerful since that unless I had 30 > > health and was very lucky the priest could kill me with a 1-2 smackdown of > > smite and punch. > > I'll lower it to twenty, but as long as the Soul-Sucker allows > necromancers to strip priests of their powers, I think there needs to be a > check on your class. That's fine. I should want to run for my life but I shouldn't die instantly. > Why don't you want more classes? Worst-case scenario is that everyone > picks a different species and class, in which case it's just as though > they were all superpowers. My concern is that there will be necromancers and no priests to stop them, senators without lobbyists, Lobbyists without senators. Of course I suppose there is little risk if not alot of people pick golem. _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss