#4067
If a dwarf sees you eating a dwarf corpse, he grows enraged and gains to-hit and damage bonuses. This may also extend to other races seeing you eat their fellow kin, though orcs might just laugh instead.
If a dwarf sees you eating a dwarf corpse, he grows enraged and gains to-hit and damage bonuses. This may also extend to other races seeing you eat their fellow kin, though orcs might just laugh instead.
In a lot of folklore, iron wards away elves. This could be implemented in the game in several ways:
Wearing the “fencing gloves” type of gloves gives you a +1 to-hit bonus in melee combat.
A reduced version of the Wands Balance Patch in which there is still a new wand-use skill, but not varying wand effects at different levels of skill (because the skill of the wielder shouldn’t affect the magic in the wand). Instead, increased wand skill gives you higher accuracy (no more/much less missing Rodney with a death ray, for instance) and perhaps other perks such as being able to zap a wand once per turn as a bonus action, as with a stethoscope.
Fix vampires shifting into fog clouds as an escape method because this doesn’t currently work with fog clouds being slow and easily killed.
Luckstones, when wielded or thrown at a monster, have an inherent +3 to hit.
Rename the gauntlets of dexterity to gauntlets of accuracy. Similar to gauntlets of power, their enchantment doesn’t matter for anything beyond AC. Instead, they now grant a +5 to-hit bonus when equipped, which applies to all to-hit rolls (thrown objects, wand and spell zaps, etc).
Give iron balls a fairly large to-hit penalty, because they are so heavy that they must be pretty unwieldy.
Spell of foresight, a high-level divination spell that gives you a short amount of a temporary buff which gives monsters a massive to-hit penalty against you, possibly giving yourself to-hit bonuses as well. It also gives you automatic searching; searching while you have the foresight buff active is guaranteed to find traps.
Implement a player fear system that unlike many other proposals, does not take away agency from the player by paralyzing them or forcing them to flee using a predefined algorithm. Instead, it incentivizes the player to flee by making continued combat unattractive.
Create a new intrinsic called “Panic”/”Panicking”. Sources of fear (including existing sources of paralysis-fear, e.g. ghosts) give you temporary amounts of this intrinsic. While you are panicking:
When you’re brought below 20 HP and also below 10% of your HP, with no status ailments, a special adrenaline buff automatically kicks in that grants to-hit and damage bonuses for a short time, but causes exhaustion debuffs after it times out.
The player gets a small to-hit penalty when nauseous (about to vomit).
If your legs are unwounded and free, Skilled or better martial arts has a chance of dealing a kick instead of a punch. This has a small to-hit penalty but has better damage. If you want to always punch, you can either attack with F or set an option which prevents you from kicking.
New artifact Sinsword, a chaotic two-handed sword. If your alignment is positive, it behaves just like a regular two-handed sword. If negative, it gains a bonus to to-hit and damage (capped at 6) based on how negative your alignment is. Deals double damage to angelic beings.
Spells that give temporary to-hit or damage buffs. Must be carefully balanced; this is intended for fighter roles more than wizards. It also shouldn’t last long enough or be cheap enough to be perpetually castable.
Creatures that are stuck in a web (either the player or monsters) get a to-hit penalty.
Cavemen get a large damage/to-hit bonus when throwing spears at large mammals, or an alignment bonus for killing large mammals with spears.
Give unicorn horns a to-hit penalty: they are not a manufactured weapon, and are not designed to be wielded in your hand.
Haste self or other extrinsic speed sources hurt your AC and/or to-hit.
When the player is afraid of a monster, to-hit is reduced and they may not be able to attack that specific monster at all.
Additional temporary effects accompany drinking a potion of booze. The effects wear off when the confusion does (so if you extend it by, say, drinking a potion of confusion, the effects are prolonged). There is consensus that there should be both positive and negative effects; all of the following have been proposed:
Yendorian Army units surrounded by fellow army units have higher AC, to-hit, and damage.
Strength should not give a to-hit bonus; the encumbrance system is already there to address that.
Rather than giving Monks a flat -20 to-hit for armor, base it on the armor delay - the factor that determines how many turns armor takes to take off or put on.
Most artifacts should have a negative to-hit bonus, so you’re encouraged to train the weapon’s skill with some weapon that isn’t the artifact.