#5127
There should be a Dexterity saving throw against taking fall damage when you fall through a hole or trap door and land on a different floor.
There should be a Dexterity saving throw against taking fall damage when you fall through a hole or trap door and land on a different floor.
Because giving Cavemen a way to get good weapons makes the role less differentiated, and because the roleplay experience of a Caveman is perceived to be best when using a club, they should be restricted in nearly all weapons except for the “caveman basics” such as club, spear, sling, and boomerang.
It might be necessary to make them exempt from getting their skill unrestricted by their god, because if they could still do that, most players would probably just use the same old artifacts at Basic skill, again hurting the role’s differentiation.
Forcing them into using primitive weapons might make them interesting by virtue of incentivizing using attack wands much more to deal with threats; an interesting gameplay change would be for cavemen to get more uses out of attack wands than other roles, but that would make little flavor sense.
Of course, this would require their quest artifact to be changed to either a non-weapon or to one of the types of weapons they are allowed to use.
Cavemen should be able to use flint stones to “enchant” clubs, and maybe spears, by embedding them in the club to make it spiky. Their starting flint stones would have to be removed, though, to stop them from immediately getting a club at +7 or whatever the limit of adding flint to it would be. Alternatively, don’t remove it, and make the starting club +7.
Another option is to use obsidian stones for turning a club into a higher-damaging “spiked club” or macuahuitl, and to avoid the issue of obsidian simply not randomly generating in some games, it could be guaranteed to appear at Mines’ End or certain other points in the Mines.
Cavemen should be particularly good at tracking monsters to eat them, so they should get one of the following:
Cavemen should be able to enhance club skill to Grand Master.
The Longbow of Diana should create arrows on-the-fly as a passive effect when it is fired, rather than creating a stock of +0 arrows as an invoke ability. The arrows could be ordinary arrows with an enchantment equal to the Longbow’s, but it’s probably more interesting to clone arrows from your quiver (assuming the thing you have quivered is suitable to be fired from a bow), as this lets you keep multishot bonuses from using same-race ammo or use silver arrows and preserves the incentive to have well-enchanted ammo. Cloned arrows should always be destroyed when they hit the ground, so you can’t use it to create hundreds of highly-enchanted arrows.
A slightly different way to take this idea would be that arrows don’t get created on the fly, but automatically return to your quiver when they hit the floor. This means that any arrows that get eroded by hitting a rust monster or something will return to you eroded, and any arrows that get mulched will still be lost, preserving the ammo management aspect of the ranged combat game. On the other hand, it could be argued that removing ammo management for the player is a great benefit for a quest artifact to have.