2011/7/5 Raphael Langella <raphael.lange...@gmail.com>:
> Draining: Eronarn's idea: drain your skills but temporarily. Allows us to
> have a stronger tactical effect without permanently screwing the player. I
> think it shouldn't drain all your skills. Something like 1d3 skills maybe.
> They are regenerated only when trained not by waiting. They train twice as
> fast to catch up.
> Implementation should be easy. We just have to put it in you.skill(), so
> stuff like HP from fighting, spell slots, acquirement are not affected. Just
> have to decide on the numbers. How many skill points to drain? We probably
> want to start by converting the XP drained into skill points, but then maybe
> we need to multiply it by some factor. Also, we need a cap. We don't want to
> leave the player crippled without any skill, or he wouldn't be able to
> regenerate them. Don't drain more than 1/3 skill level?
> Now, with an increase tactical effect, we can also reduce or remove the
> permanent one to compensate. I suggest the XP drained can be regenerated
> just like the skill points, so we have a consistent system with skills, XP
> and monsters (see below). Or only half can be regenerated, the other half is
> still permanent loss.
> While we're at it, we can do the same for monsters. Save the base HD and HP
> of the monster, use it for XP calculation (I think we need to implement that
> for zombies anyway). The draining brand decrease HD and HP, but only
> temporarily. If you flee, the monsters will have fully regenerated when you
> come back.

A big +1 to both player and monster draining ideas! I think David also
had good ideas which skills to drain (and how much).

--Eino

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