All ideas tagged "superior extrinsics principle"

This is the idea that if a property is available as a permanent intrinsic from some sources, and available as an extrinsic from other sources, the extrinsic should provide a "stronger" form of the property, to compensate for needing to spend a gear slot on it.

#4376

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vanilla

Shock resistance (possibly only extrinsic shock resistance) prevents you from being paralyzed by a ghost’s sudden appearance even if you lack free action, because you are resistant to being (emotionally) shocked by things.

#4307

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vanilla

Ice devils have a “hellfrost” attack that can damage you even when you have cold resistance (though possibly not if you have extrinsic cold resistance).

#4269

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vanilla

If you have telepathy, you should hear the quest leader’s telepathic summons message more clearly than its current garbled state (perhaps “m..ic transporter”), and if you have extrinsic telepathy, you should hear it with perfect clarity.

#4127

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vanilla

Make the Plane of Fire more interesting by:

  • Getting rid of the fire traps (which mostly serve to provide lots of message spam).
  • Making the entire plane constantly deal damage if you aren’t extrinsically immune to fire, more if you lack both extrinsic and intrinsic resistance. Being close to or over lava hurts you even more, and can deal damage even if you are immune or “like fire”, possibly based on how many of the 9 squares immediately are you are lava.
  • Lava can erupt randomly from lava, which does major damage for levitating over it.
  • Ensure the portal cannot spawn right next to the arrival location.

#4044

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vanilla

Extrinsic sources of acid resistance should protect your weapon from passive corrosion attacks, and extrinsic sources of fire resistance protect your armor from taking fire damage.

The current resistance system is unsatisfying, because most resistances separate the effects of something into a binary outcome: worse effects with no resistance, totally ignorable effects with it. Most resistances also are get-once-and-be-protected-forever, which is uninteresting in the long term.

Proposed solutions to this generally assume that there will be some distinction between resistance and immunity, which offers better (or total) protection but is not normally obtainable as a permanent intrinsic effect. This also enables partial resistances (as found in SporkHack) to be used, though some ideas still treat them as binary - either you have it or you don’t.

  • Extrinsic immunity isn’t as good as inherent immunity.
  • Resistance halves HP damage and cuts attribute loss down to 1 point.
  • Role benefits should probably only be resistance and not immunity.
  • For partial resistance, damage is easy enough to do (express your resistance as a percentage and cut damage by that percentage), but many effects, particularly those protected by MR, are binary, and will be tricky to adapt.
  • Resistances could start at 100% when you get them, but decrease by 1% every time it protects you from something.

#3943

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vanilla

In variants with percentage-based intrinsics, see invisible is no longer a binary attribute. Eating invisible stalkers now gives you various percentages of the intrinsic. While extrinsic see invisible still works like it does now, allowing you to see any invisible monster in line of sight, intrinsic see invisible shows you invisible monsters in line of sight within a certain radius from you. The radius increases with the percentage, possibly the square root of the percentage (so 64% see invisible is a radius of 8, and 100% is a radius of 10 - note that 100% still is less powerful than extrinsic see invisible’s unlimited range).

#2561

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vanilla

Intrinsic telepathy only works in a radius equal to your Int (extrinsic sources aren’t changed). Cooperative telepathy, if implemented, works in the same radius if intrinsic, full-level if extrinsic.

#1655

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vanilla

Intrinsic cold resistance only halves damage from Asmodeus’ cold attack. Only extrinsic cold resistance protects against it fully (or cuts it to 1/4?).

#1647

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vanilla

Aggravate monster from a ring (and only from that) gives pets a special behavior: as they are aggravated, they will attack enemies with no regard to their current HP or the enemy’s level, basically ignoring the checks that exist. Enemies might also attack pets of their own volition (which they don’t do under normal circumstances except in retaliation).

Intrinsic teleportitis is no longer binary; you build it up by getting the intrinsic from multiple corpses. With more of it built up, the random teleports happen more frequently (essentially, “teleport opportunities” happen at the same rate the currently do; if you have N% teleportitis, you have an N% chance of teleporting on each opportunity).

However, the effect wears off over time and eventually fades completely (with some message like “You feel less jumpy”, so the hero knows they can’t Ctrl-T at will anymore).

Extrinsic teleportitis remains the same, triggering a teleport at the same rate it does currently.

This implementation meshes well with a partial intrinsic system like in SporkHack or EvilHack.

Proposed nerfs for ring and wand destruction due to electric damage (some of them extensible to scrolls, spellbooks and potions for fire and cold damage):

  • Rings never explode, as they are rarer and a more crucial part of a player’s gear. Only wands explode.
  • Wands and rings made of metal never explode.
  • The amount of wands and rings that can be destroyed by a single shock attack has a fixed cap. (Currently it has no cap and everything can be destroyed if you’re unlucky.)
  • Extrinsic shock resistance (and only extrinsic) protects against these effects completely.
  • Wands and rings hit by electricity act similarly to being charged, though they don’t actually get charged. Wands have their recharge counter incremented then roll for explosion. Chargeable rings roll for explosion at their current enchantment (meaning +0 rings will be safe). Not specified what should happen to unchargeable rings; perhaps they should just behave like +2 rings or something.
  • The maximum number of items that will be destroyed is the amount of damage divided by 10, so an attack dealing less than 10 damage will never destroy anything, and e.g. a 6d6 damage attack from a wand will destroy at most 3 things. Combined with a possible hard cap of 5 or so items per damage.

#146

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vanilla

A new “illusion” or “disguise self” monster spell, which makes the caster or an allied monster appear as another monster of its choice until something disrupts the illusion (it gets attacked, otherwise takes damage, or it makes an attack). Monsters specifically cast it when you cannot see the target monster. It might be possible to implement this spell to be player-castable as well, but this would be less effective. (you could use it to fool monsters into thinking you’re another hostile monster so they don’t attack you, but not much else).

The illusion favors nasty monsters, but low-level spellcasters may only be able to create illusions of somewhat higher-difficulty monsters. A potentially evil addendum is that high-level spellcasters may use the spell to make themselves or other powerful monsters appear to be weaker monsters.

Perhaps if you have extrinsic see invisible (and only extrinsic), you can see through such illusions.