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-   -   Battle Afflictions: Gimp Gods (http://forum.shrapnelgames.com/showthread.php?t=17794)

RedRover February 12th, 2004 06:11 AM

Battle Afflictions: Gimp Gods
 
This is a bit of thinking out loud, as I collect information and sort out this issue on my own. Still, I think the conclusions add something to the discussion that hasn't been there before, so others might find it interesting as well.

The Issue:
It is a real pain to have a pretender crippled by battle afflictions, especially if you are new to the game.

It is odd that you can be brought back from death fairly easily, once the "Call God" command hits your radar, but battle afflictions seem much more persistent than getting killed.

Most of the fixes and work-arounds (other than straight suiciding and being Called back) just aren't available if the crippling happens early in the game. And not only is suicide aesthetically displeasing, but because suicide must take some time (at least another move), it can be even worse than being killed outright.

On the other hand, such afflictions control the rampaging battle-god types and prevent this approach from dominating play. The case has been made so strongly that IW regards this as a highly valued core design feature, that any suggested change should be considered quite carefully.

NEW*Game Stage is Important:
There are work-arounds at the mid- to late stages of the game. It would be a great mistake to replace or cheapen these with a better or faster fix that is available in the early game.

However, afflictions also seem to be a big enough fun-spoiler for we newbies that maybe we could use a slightly bigger carrot on a slightly shorter stick to get us past this issue.

With deference to previous Posts on the topic, I find the case for the "Call God" prayer mechanic unconvincing. While it looks reasonable for an early-game solution and gets high marks for rules consistency, it seems to me to fail the balance test by out-powering the middle- and end-game fixes.

The greater part of the concerned mail seems to me to be focused on the early game at the newbie experience level.

I favor actively dealing with the issue at this level of play, if only to kill off threads like this for good.

Considerations:
A solution should keep the new player engaged. It also needs to be inefficient on two counts: 1) It needs to keep the player seeking better solutions by the middle- and end-games, 2) It mustn't kill a player's incentive to take a regenerating pretender as a starting option.

My perception of the balance issues is hampered by not having the regeneration chances from the special pretenders, the exact effects of the healing entities (Arcoscephale priestess; Tien Chi hero; Faerie Queen from the Faerie Court spell, Con 8), the Gift of Healing spell (Enc 5), and the Chalice artifact (Unique).

How many game turns, on average, does it take a regenerating pretender to recover from an affliction?
Can afflictions be directly Wished away by spell (Alt 9)?

Any options made available in the early game must be calibrated against these later effects, so it would be really helpful to have the exact mechanics of their resolution.

The only fairly firm number I have found is the "about 20%" success that the Arcoscephale Priestess Heal has against each affliction in her province(see thread "Some technical questions, and some answers") So let's work with that.

Idea--Timing Out:
This suggestion, which would allow an afflicted god to retire to a private sanctum out of play and heal, may be the best one I've seen so far. In other words, by using a special command, enabled by having a battle affliction, the pretender disappears from play for some months. Perhaps one battle affliction disappears each time this command is used.

This gives the newbie a comforting level of control and some choice in the matter. It also relieves the sense of frustration as you realize that there are solutions out there, but you can't learn enough about the rest of the system fast enough to avoid getting squashed before you get there. (Your worry becomes getting your pretender back before you get squashed.)

Since it takes 6 months to enable a new prophet, this seems a reasonable time penalty to look at for getting rid of one battle affliction.

Comparing this with the Priestess, the latter has a roughly 75% chance of healing at least one affliction in 6 months. So 6 months is too short for a 100% fix. It's roughly 12 months before the priestess success chance gets to around 95% (although a pretender with multiple afflictions theoretically might luck into multiple cures).

Giving the pretender a 25% chance to return each turn starting with the sixth turn off the board seems pretty close to me, and about where I would start testing.

Consider disabling the "Prophet" command while the pretender is recuperating--the pretender is using that power to heal (but, if so, tell the newbie in both command descriptions that this happens--no sense in adding another frustration source).

Anyhow, someone picking up a lot of afflictions by stomping around isn't using any tactical finesse. This strongarm approach needs enough drag so that thinking players will be discouraged (but not prohibited) from using it. Besides, it's fun to stomp around every once in a while, even if the approach is not optimal.

Idea--A New Ritual Spell:
A fast fix might be to introduce a special "Heal God" spell. This would get more into the mid-game region, but its title makes it easy for a newbie to find, and gives an immediate goal to work toward. Since it is for newbies, more hints would be provided in the description. Since the time lost in the first option can really stack up, the newbie might be ready for a (painful) quicker fix.

My take looks something like this:

Heal God
Thaumaturgy Level 3
Any Path 1
Ritual
Cost: Two magic ranks, 30 astral gems

Only the pretender who benefits from this spell can cast it. Casting the spell removes one battle affliction currently affecting the pretender. The pretender decides which ranks are lost. A pretender with less than two spell ranks total can't use this spell. (Note: You can use the free "Alchemy" command to change other gems to astral gems in a laboratory.)

(I like this one because it maximizes newbie player decision points. Since I am free to cast it at any time I can afford it, I can choose whether my afflictions are bad enough to warrant the path hits. If I can't afford it, it's because I'm a newbie and haven't learned to run an economy yet. Likewise, it's possible to be caught on the dilemma of choosing between a really expensive rank and a cheap rank that immediate tactical need makes highly desirable. This is better than a straight random result, which erodes that player control that is so comforting to newbies. It does render a deliberate suicide strategy less viable, since you lose only two ranks total rather than one rank in each path, and a no-ranked pretender can't manipulate this. For me, that's a definite plus.)

BTW, in the Thaumaturgy spell list, you might replace the the usual path symbol with a smiley face, since it is open to all...

A refinement
...would be to let the player also choose the affliction removed. More choices. For example, with two eyes gone and a chest wound, being able to cure one eye first gives my pretender the option to still act in a limited fashion until I can afford to fix it further. If a random result fixes the chest wound, I've just been hosed by the game system, which would be a major frustration. Besides, if I'm doing the healing, being able to focus makes a certain amount of sense.

The operative question is, of course, whether this is still too quick a fix, and would significantly disturb the mid- and end-game balance. I think it's close to OK. Testing should reveal if it slants too many players directly into the Thaumaturgy school (a lot of them may be going there anyway for the gem-finding spells).

It probably isn't going to help multiplay gamers, but then again the time drag of being killed or timing out at all is likely to be fatal against experienced opponents anyway. Most newbies will probably be sandboxing with solo play at least as much as experimenting with multiplay, IMO.

Why Thaumaturgy?
My thought is that this "healing" is essentially a "magic art & science" effect that is operating on the godlike aspect of the pretender rather than the mortal physical aspect. The spell would not affect normal mortals, but reconstructs and revitalizes a pretender specifically, along suprahuman lines, and Thaumaturgy is perhaps the closest of the schools to the wellsprings of magical energy. For common healing of mortals, there is no question that Enchantment is the most appropriate school. But perhaps the case can be made that this particular spell operates along somewhat different lines.

Incidently, I picked 30 gems because that's the number of gems a pretender can pack around on his person, and because I think a complete newbie could quickly learn to handle this amount by sharpening up his gem management just a little. It might get that part of the game on his radar screen a little quicker, too, and is a lot less intimidating than 40 or 50 gems.

Idea--An Item:
(This is not a primary fix for the issue, but is instead a special bonus item that a modder might place into a scenario as a special.)

Vial of Ambrosia
Very Powerful Item (Construction 6)
Any Path 12
Requires: 150 gems of the same type

A pretender personally distills and purifies his or her divine essence. Ambrosia may instantly remove one battle affliction from a pretender. This one-use item kills nonpretenders who use it, but it tastes really, really good.

(Note: The vial might take effect during the Ritual phase of the turn. If a pretender carrying this item has one or more afflictions at that time, then the item automatically operates and may remove one. It is a one-use item and part of its effect would be to remove itself from the pretender's inventory. The bug to avoid is having a pretender carrying two of these automatically lose both to a single affliction.)

I at first considered a Version of this that was not fatal to nonpretenders, but then thought about the potential bug of having the vial heal a nonpretender. Having it kill nonpretenders solves that problem neatly, and provides a very small chance for an inattentive or unlucky player to screw up by giving one of these to someone who will drink it and die. If even the unique artifact--the Chalice--has a downside, I can't resist putting a small one into this item as well.

Of course, there would be some informative pop-ups:"X has drunk Ambrosia of the Gods and is Healed", "X has drunk Ambrosia of the Gods and perished" and "X has drunk Ambrosia of the Gods and it Tasted Good".)

Yes, I know this item breaks a number of existing game conventions on how magic is structured, but the ability of godlike beings to bend the rules of the universe is the essence of fantasy, IMO.

The pricing is a guess, the intention being that Ambrosia fare badly in comparision to the Wish spell (Alt 9). After all, the vial is portable, storable, and lootable.

I don't know how it fares in comparison with the Chalice artifact--
* Is the Chalice also a 20% removal chance per turn?
* Does it heal the holder or the pretender first, or does it just strike randomly somewhere in the province it occupies?
* What is the chance and severity of the questing knight attack?

The other variable is the path level number. I wanted it high enough to be clearly beyond the reach of any mortal caster visible to a newbie. I picked 12 because it's 3 levels higher than the highest spell effect I've seen (the gem-finding spells at 9).

I'm not sure how levels high pretenders usually go in typical games (my personal high is around 14 and I recall somebody posting a 45), but I'd really like to see this item on the cusp of "if you can afford it, you're so far ahead you don't really need it." I could see an increase in the level number to 15, possibly even as high as 20, depending on where the cusp is (and it's probably a moving target--a function of map size, right?).

Ambrosia might also have different effects depending on the game Difficulty level:
Novice: 100%/All afflictions;
Normal: 75%/1 affliction;
Difficult: 50%/1 affliction;
Impossible: 25%/1 affliction.

Final Note:
As a final check, I searched the Boards. I was so impressed by the "Affliction Record?" thread...

...that I'm thinking maybe the Time Out and Heal God spell as presented here should be dropped at Difficult and Impossible Levels (too few newbies there, anyway). I'd still like to see them at Novice level, and I personally would prefer having the option at Normal.

Option Screen:
Perhaps the option to use or disable some of these elements for a specific game should be on a special set-up screen accessed from the Options Menu?
If so, consider putting everything on there and let the players decide.

February 12th, 2004 06:29 AM

Re: Battle Afflictions: Gimp Gods
 
While I agree that afflictions on Pretenders can put a damper on a new player and I believe that some option for affliction removal of a Pretender should be inherently apart of the game on a holy aspect that should be considered and balanced out, these are the issues with your post.

The consideration of such features/desires should not be the focus for the reason of the 'newbies'. The game should not cater to the newer players that are unfamiliar with the various aspects of the game and define it's balance on their ignorance of all the effects.

An Option would be perfectly acceptable (or better yet a Tutorial) depending on how hard it would be to code (You could even put in "Unkillable Gods" in there, for the newbies who get their fun ruined by their god 'dying' because of incompetence or newness).

Last but not least, there is already a Mod out now by Alex that gives all pretenders Recuperation that, in effect does as you mention. It is called Healing Gods and is availiable at IW and Sunray's Library.

RedRover February 12th, 2004 06:34 AM

Re: Battle Afflictions: Gimp Gods
 
(Caveat: I thought about doing this as a different thread, but then decided to lump it in with the God discussion. Haven't considered this as deeply, not past the special twist in how it might be done. I'm still thinking about whether it _should_ be done.)

BATTLE AFFLICTIONS: GIMP UNITS

Gimp Units:
Disbanding gimp units, that is, units so trashed by battle afflictions that they are virtually unusable, has sparked some discussion.

While I am perfectly comfortable with using these as fodder (in a way that I am _not_ comfortable using a gimp pretender), I would be equally OK with a disband function for those who want one. To the degree it makes the game more fun for some, a disband option may be a Good Thing, overall.

However, I propose a twist:

Disbanding Gimps could massively increase unrest.

After all, it's got to be hard on people's morale to see all these shattered wounded discharged into their back yards.

Some simple suitable rule might be used, say +1% Unrest per 5 hit points (rounded up) of units discharged.

Standard Disbanding:
The same convention might be used for unwounded units. The unrest comes from the local brigandage that develops with all those unemployed soldiers looking for fun, food, and loot.

Disbanding Gods:
It might also be used for pretenders, but here maybe a x2 or x3 multiplier--after all, the locals are seeing their god discorporate right in their faces! That can't be good.

(See also my first Gimp Gods post)

Norfleet February 12th, 2004 06:48 AM

Re: Battle Afflictions: Gimp Gods
 
I think that the healing of afflictions is not as difficult as some people would make it sound.

When I first started the game, being largely clueless, I picked what looked like a fairly beefy god, and sent him forth to do battle.

Naturally, my thoroughly hamhanded approach quickly earned a lost arm, and a chest wound.

Immediately, I looked for a way to fix this. Naturally, I first turned to magic: Scanning the spell list, I looked at every spell that mentioned things like "Healing", "Regeneration", or "Health".

Within about 5 minutes of browsing through the spell list, I found "Gift of Health", which specifically mentioned healing afflictions.

That sounded good to me, so I immediately set out to go about casting it. This proved to be somewhat of a challenge, being that as R'lyeh, I had no suitable nature mages. This necessitated an exploration of the "Empower" command, which I had seen before, but deemed overly expensive, especially to do so for no reason. But now I had a reason! So naturally, I set out to do that. And after a few rounds of Gift of Health, those afflictions did, in fact, go entirely away.

So if I could figure it out when *I* first started, then it is not so difficult! It also made me very much more paranoid about afflictions in the future. In short, it prompted me to completely change my previously hamhanded approach to combat pretenders, a valuable learning experience. To remove this would be to deny newbies the opportunity to explore the richness of a complicated game in which actions have consequences, and instead replace it with the dumbed-down, consequence-free gameplay that is becoming increasingly prevalent to this day.

PvK February 12th, 2004 08:05 AM

Re: Battle Afflictions: Gimp Gods
 
Seems to me like a case of getting one's just deserts for gambling on a supercombattant pretender. Battle afflictions in this game are a very well done feature, I think.

PvK

moodgiesanta February 12th, 2004 08:31 AM

Re: Battle Afflictions: Gimp Gods
 
Pick an immortal pretender. Voila! problem solved.

Arryn February 12th, 2004 09:33 AM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by moodgiesanta:
Pick an immortal pretender. Voila! problem solved.
<font size="2" face="sans-serif, arial, verdana">This will not prevent you from getting afflictions. Nor is it a guarantee of 'safely' dying should you be unfortunate (or careless) and get caught dead outside of your domain. Worse yet, relying on dying is bad for your god if it has any magical power at all.

You can reduce wounding chances by taking a god with regeneration, or by equipping items of regen. The best way to cure wounds, unless you are Pangaea with its special units, is to cast Gift of Health. T'ien Ch'i also has a hero that heals the wounds of others.

[ February 12, 2004, 07:40: Message edited by: Arryn ]

February 12th, 2004 09:51 AM

Re: Battle Afflictions: Gimp Gods
 
Immortal units heal their Afflictions akin to Recuperation.

Arryn February 12th, 2004 09:52 AM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Zen:
Immortal units heal their Afflictions akin to Recuperation.
<font size="2" face="sans-serif, arial, verdana">Then I ran into a bug in one of my games because my immortal god didn't. Not until he cast Gift.

February 12th, 2004 10:01 AM

Re: Battle Afflictions: Gimp Gods
 
I couldn't say if you had a bug or not. I do know however, Immortal units heal afflictions akin to Recuperation. I don't know the standing % for either effect, but it does. Maybe you just got an unlucky streak, or your game got bugged.

GavinWheeler February 12th, 2004 11:44 AM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by PvK:
Battle afflictions in this game are a very well done feature, I think.
<font size="2" face="sans-serif, arial, verdana">Hear hear!

I think a lot of these suggestions go against the grain of some of the more fun parts of Dominions - that is to say being forced to deal with setbacks, learning how to use the various options available to do so or simply learning that some strategies are risky and learning how to minimise those risks, such as getting a God with a gammy leg, one arm and no eyes.

There are no unbeatable strategies, no Supercombatant without an effective counter. And this adds to the fun, even if you are the Pretender god whose supercombatant just got wasted/cursed/afflicted. One of my favourite parts of General Tacticus' AAR ?A Tale of Fire and Blood? is where his Pretender does get a nasty affliction and seeing how this dominated his game play for the next several turns - this was a lot more interesting to read, and hopefully to play, than just saying ?mute Pretender, bummer. Oh well, reload/restart/use instant-heal-for-Gods? as would happen in so many other games.

There are a plethora of options now for dealing with an affliction, from the Faerie Queen to the Gift of Health to the Chalice to kidnapping an Arcosephale Priestess with Enslave mind/Charm/whatever and Gift-of-reason-ing her back to full commander status. Or even retiring that God to researcher/Dominion space heater duties until he can be healed, or he is really needed despite his handicaps. I wouldn't want to see more.

PS: you'll never get rid of threads like this. People always want to strengthen X or nerf Y or add an option to Z, until they find the existing ways of dealing with the problem.

PPS: think how irritated you would be if they did weld on an early-access ritual only castable by the Pretender on the Pretender... and then your Pretender got feebleminded on Turn 4. http://forum.shrapnelgames.com/images/icons/icon10.gif

Norfleet February 12th, 2004 01:00 PM

Re: Battle Afflictions: Gimp Gods
 
People who complain about battle afflictions are just being whiny. Sure, they're annoying. But it's not as if they're an unsolveable problem, with so many ways to work around it. If it were COMPLETELY unsolveable, then certainly this would be a real issue, but it's not the end of the world here: You can get them removed if you go about it the right way, and there's plenty of ways to work around it: Pick an immortal SC chassis, use Gift of Health, Arco Priestesses, Fairy Queens, a specific Tien Chi immortal, forging the Chalice....at least ONE of these options will be available no matter which nation you are. The only excuse is not using your head.

Arryn February 12th, 2004 01:10 PM

Re: Battle Afflictions: Gimp Gods
 
To add to Norfleet's comments, the only 'problem' in Dom with no resolution is getting cursed or horror-marked. And even these are not that bad, if you understand what they are, how they work, and how to (sort of) work around them.

Norfleet February 12th, 2004 01:17 PM

Re: Battle Afflictions: Gimp Gods
 
Being cursed is mostly a nuisance. It just means you're going to get more afflictions, but seeing as it's going to happen sooner or later, you just deal with it. It causes more afflictions, but this can already be handled.

Being horror marked is also more of a nuisance than anything else. I've never actually been attacked by a Horror in the first place, and a good SC should be able to take out a Horror or two anyway, not that this actually happens often. Only the Doom Horrors really pack a huge wallop, and they aren't all that invulnerable either. I've found they have their fair share of weaknesses.

Taqwus February 12th, 2004 06:55 PM

Re: Battle Afflictions: Gimp Gods
 
The OP might be interested in Poger's "Healing Gods" mod, which IIRC can be found on Illwinter's site. All pretenders receive the "recuperation" flag.

RedRover February 13th, 2004 01:25 PM

Re: Battle Afflictions: Gimp Gods
 
Zen:
Thank you for your comments.

I am not certain I agree with your first point. If every wave of fresh players stumbles across the same issue, then it may be useful to take another look at it every now and then to see if if action is required or if some different approach to the issue has turned up.

While I personally haven't had excessive trouble with battle afflictions (although, like everyone else, I did trash a pretender with them early on), enough other people seemed to have a big enough problem with them that I thought I'd throw an idea or two out there.

I don't understand how a tutorial would work with respect to this issue. Care to drop a few notes?

(BTW I find the suggestion of a "God Mode" for _this_ game highly amusing!)

Thanks for mentioning the mod. I'll look at it eventually, but I suspect I'll find it of marginal interest. It sounds too much like an over-simplification, like pulling all the plants out of a garden to get rid of the weeds.

If it is a global change to recuperation, then it differs markedly from the suggestions in my original post. God recuperation, as I understand it, is an automatic effect that runs until the afflictions are gone, right? No player decision points there. No real cost to take the option, or tradeoffs in god design. No potential tactical complications. Boring.

Norfleet:
When I ran into the issue, I just changed my playing style. I did try a regenerator and picked up an affliction, but five turns later I misclicked and got it killed. It had not regenerated by that time. I never did find Gift of Healing until I started reading threads on the forum, but then I deliberately built up to it and tried to pick up an affliction or two. While I avoided getting killed and did pick up an affliction, the spell never seemed to have any effect (though I stopped checking on it after eight or nine turns). My current guess is that there is a per-turn percentage check that is fairly low, and I just had a run of bad luck with that test.

How long do you find it takes GoH to get rid of an affliction when you play?
(Everyone is invited to chime in on this one.)

PvK:
Your opinion definitely seems to be in the majority in this thread so far.

GavinWheeler:
Good points. But "nerf" as a verb? Not sure I've seen this usage...explain?

Everyone Else: Thanks for posting. RAE all.

I guess the consensus is that if a workaround to battle afflictions is provided too soon, it would dilute the player's incentive to find other solutions, and that, overall, this would slow a new player's move up the learning curve. That, and the current mid- to late game workarounds are seen as wholly sufficient to deal with the issue. Fair enough.

Anyone care to come back on the Disbandment issue?

(See my second post in this column, "Gimp Units", which probably should have been a different thread.)

Arryn February 13th, 2004 01:32 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by editr1:
How long do you find it takes GoH to get rid of an affliction when you play?
<font size="2" face="sans-serif, arial, verdana">1-2 turns on average, per affliction. I have had many units with 4 wounds lose them all in well under 10 turns. Unlike fickle immortal gods, GoH heals quickly and consistently.

Peter Ebbesen February 13th, 2004 01:34 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Arryn:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Zen:
Immortal units heal their Afflictions akin to Recuperation.

<font size="2" face="sans-serif, arial, verdana">Then I ran into a bug in one of my games because my immortal god didn't. Not until he cast Gift. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Never-healing wound? The one affliction that (in my limited experience so far) seems to stick around against all internal affliction healing mechanisms and requires external sources to deal with.

GavinWheeler February 13th, 2004 04:13 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by editr1:
Good points. But "nerf" as a verb? Not sure I've seen this usage...explain?
<font size="2" face="sans-serif, arial, verdana">This is one of those interesting questions that makes you realise you don't actually know where you picked up the word/fact/whatever in question.

I think I picked it up in discussions about games such as Baldur's gate. It was used to refer to something being reduced in power considerably, probably when it had been overpowered originally. Such as someone saying "the new patch has nerfed the Robe of Mirroring, so it is no longer ridiculously powerful." Presumably derives from the foam toys, but all I found from a Google search is other people speculating on the derivation.

Zurai February 13th, 2004 04:30 PM

Re: Battle Afflictions: Gimp Gods
 
"nerf" originated in either Everquest or Diablo, depending on who you ask. It does indeed reference the foam toys - originally it was "you turned my <insert ability here> into a nerf gun!". That quickly got turned into just "nerfed" and it's stuck for years and years.

Arryn February 13th, 2004 04:35 PM

Re: Battle Afflictions: Gimp Gods
 
With regards to 'nerfing', this word has entered the English vernacular as common slang for the "act of softening up" or "making safer", and as computer gaming slang for "lowering difficulty" or "having complex features removed" aka "dumbing down", and also for "making weaker" (as in "the creature's attack/skill was nerfed"). All of which are derived from the original nerf toys designed to be (relatively) safe for young children.

Wauthan February 13th, 2004 04:35 PM

Re: Battle Afflictions: Gimp Gods
 
In the process it also created such memorable terms such as "nerfinator", "hit by the nerf stick", "Nerf! Nerf! Nerf!" and "nerfilicious".

To think that such a soft material could have such a hard impact. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ February 13, 2004, 14:36: Message edited by: Wauthan ]

Arryn February 13th, 2004 04:38 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Zurai:
"nerf" originated in either Everquest or Diablo, depending on who you ask. It does indeed reference the foam toys - originally it was "you turned my (insert ability here) into a nerf gun!". That quickly got turned into just "nerfed" and it's stuck for years and years.
<font size="2" face="sans-serif, arial, verdana">It originated much further back than Everquest or Diablo. It dates from the early 80's D&D FRPG, and the board wargames of the time.

[ February 13, 2004, 14:39: Message edited by: Arryn ]

Kristoffer O February 13th, 2004 04:42 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Zurai:

Oh, another question about the Oracle: Why isn't it Immune to Poison? How do you poison a stone fountain? I lost my Oracle that way (that's how it got the limp).

<font size="2" face="sans-serif, arial, verdana">Pee in the fountain, perhaps!

Kristoffer O February 13th, 2004 04:43 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Peter Ebbesen:
Never-healing wound? The one affliction that (in my limited experience so far) seems to stick around against all internal affliction healing mechanisms and requires external sources to deal with.
<font size="2" face="sans-serif, arial, verdana">The Last one to go. Not impossible, just less likely.

Arryn February 13th, 2004 04:47 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Zurai:

Oh, another question about the Oracle: Why isn't it Immune to Poison? How do you poison a stone fountain? I lost my Oracle that way (that's how it got the limp).

<font size="2" face="sans-serif, arial, verdana">Pee in the fountain, perhaps! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I believe he was asking a serious question, worthy of a non-flippant reply.

Peter Ebbesen February 13th, 2004 04:47 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Peter Ebbesen:
Never-healing wound? The one affliction that (in my limited experience so far) seems to stick around against all internal affliction healing mechanisms and requires external sources to deal with.

<font size="2" face="sans-serif, arial, verdana">The Last one to go. Not impossible, just less likely. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks. I've got an Ermor Vampire Queen who is no longer directing her dusk elders to go for gift of health in that case http://forum.shrapnelgames.com/images/icons/icon10.gif

The wound is irrelevant to the game at this point in time, but it is aesthetically displeasing. http://forum.shrapnelgames.com/images/icons/icon7.gif

Peter Ebbesen February 13th, 2004 04:51 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Arryn:
I believe he was asking a serious question, worthy of a non-flippant reply.
<font size="2" face="sans-serif, arial, verdana">Actually, if the continually flowing blood of the fountain is an essential part of the mana of the pretender, peeing in it just might be considered to poison it. I can very easily imagine a fantasy scenario (and it has been used in several books) where some spirit is weakened by desecrating/poisoning it by means of any number of substances injected into waters or blood.

On the other hand, if the blood is not an essential part, but merely the by-product of the spirit inhabiting the fountain, then the fountain should probably be poison resistant.

Arryn February 13th, 2004 05:11 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Peter Ebbesen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Arryn:
I believe he was asking a serious question, worthy of a non-flippant reply.

<font size="2" face="sans-serif, arial, verdana">Actually, if the continually flowing blood of the fountain is an essential part of the mana of the pretender, peeing in it just might be considered to poison it. I can very easily imagine a fantasy scenario (and it has been used in several books) where some spirit is weakened by desecrating/poisoning it by means of any number of substances injected into waters or blood.

On the other hand, if the blood is not an essential part, but merely the by-product of the spirit inhabiting the fountain, then the fountain should probably be poison resistant.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Good points, Peter. The concept of defiling an 'altar', if one views the fountain as such, is very reasonable, and peeing on altars was one very common practice in medieval times when desecrating the places of worship of your enemies.

I guess KO's reply wasn't so flip after all. Sorry, KO. It just struck me that way.

Zurai February 13th, 2004 05:20 PM

Re: Battle Afflictions: Gimp Gods
 
If all it takes to destroy a God is to piss on the altar, anyone who takes Oracle, Divine Statue, or Sphinx is in trouble! http://forum.shrapnelgames.com/images/icons/blush.gif

Seriously though, why does a simple snakebite (or caustic gas, etc) kill something which has a body made entirely out of stone? Earth Elementals and the like are immune, why not the pretenders?

Arryn February 13th, 2004 05:24 PM

Re: Battle Afflictions: Gimp Gods
 
Quote:

Originally posted by Zurai:
Seriously though, why does a simple snakebite (or caustic gas, etc) kill something which has a body made entirely out of stone? Earth Elementals and the like are immune, why not the pretenders?
<font size="2" face="sans-serif, arial, verdana">I checked before I posted and the rock gods (monolith, sphinx) are poison-immune.

Zurai February 14th, 2004 02:16 AM

Re: Battle Afflictions: Gimp Gods
 
In a similar vein: Why on EARTH can an Oracle get Afflictions (other than Feeblemind I guess)? I had an Oracle with a limp in my Last game, I kid you not.

Oh, another question about the Oracle: Why isn't it Immune to Poison? How do you poison a stone fountain? I lost my Oracle that way (that's how it got the limp).

PvK February 16th, 2004 07:03 AM

Re: Battle Afflictions: Gimp Gods
 
Could be an oversight.

Or, one could rationalize that medieval understanding of poison is in play here, rather than a more modern one, and certainly a fantasy/medieval understanding of fountain gods is in play - they have a spirit, and vital fluids, and are something that is vulnerable to desecration, so poking it with something poisioned, even a snake bite, might possibly do it harm. Five of nine medieval alchemists agree... http://forum.shrapnelgames.com/images/icons/icon12.gif

IOW, I could see it either way, really.

PvK


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