Glooms - Revamp

Started by VanillaPudding, March 05, 2023, 08:18:10 AM

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VanillaPudding

The idea of glooms is cool as it can make quests feel different or whatever each time, but I do not think that it is really working as theorized.

It's kind of come down to  them just spamming spells that go through invisibility and otherwise and isn't really providing a unique experience however, but instead just being an "annoying" aspect of quests, or sometimes even just avoided.

The ideas I can think of to change how this feels are:

Add small elemental damage of said gloom type to the npcs (this also makes some aspects more worthwhile / situational)

Add resistances to the creatures based on gloom (certain flame weapons / spells no longer are always the best, but somewhat randomized!)

Adjust npc stats based upon gloom - 1d4 bonus to dex / str / con based upon the randomized thing

Movement speed adjustments

SR adjustments

regen / vamp regen

etc.




Tala

All that's listed above is already part of glooms. We'll adjust as needed as time goes by.