Thank you for removing the godpower ring for now peter. I don't want to appear stubborn, but since this issue will be continued after 1.0, I want to make some additional comments. (So we can maybe find a consens and don't have to roll this discussion all up again.) If you feel like this is stealing your time, just read this post after 1.0 is out. ;) peterm wrote: > It's good that you've overhauled pupland and fixed up the problems > in it, but I think it's unfortunate that you've made monsters depend on > godpower in order to make them hard. > > godpower belongs to gods and it makes sense to me to have > relics of benevolent gods defend you from hostile godpower. > > Godpower attack belongs on afflictions from gods: disease, > effects from gods: holy word, cause wounds, divine shock, > and possibly god avatars (but I would prefer not in this case), > not on monsters for the sole purpose of making them hard. > > I suggest that if you want to make monsters hard you use > combinations of other attacktypes, so that a person will > need lots of high resistances to defend vs. them: not practically > possible. I have designed many high level maps in pupland, and I do have some experience there. If you want to create a melee monster that can threaten a high level character, there's only two possible ways: 1) You hand "harmless" attacktypes to the monster, but many of them (fire/cold/physical etc). Since players can drink potions and wear protections you must set the monster to extremely high level (>100) and insane strenght. If you don't, players would soon smite your "highlevel monster" like an ant. What is the outcome? A monster that kills players instantly unless they know exactly about all attacktypes of that monster. Now tell me: Isn't that the exact opposite of what you want peter? 2) Second, you hand godpower (or weaponmagic) to the monster. Since there is no protection from these, the monster can be of sane strenght. A player who is not well-prepared has a good chance to survive here. Instead of cowardly hiding in equipment, the player needs to work with healing spells/potions against this type of monster. A tactic that seems quite interesting in addition. > Alternately, use weaponmagic, and remove > "prot weaponmagic" from the carrillium apron and from that > hammer someone just told me about. Okay, be it weaponmagic or godpower doesn't really make much difference. Personally I favour godpower. Not only that it sounds like being the "ultimate thing" - Important spells like cause wounds, retributive strike and diseases rise and fall with this attacktype. (E.g. Serious protection from disease can easily make it abusive again). Besides, I would miss these spells in my (map-making) repertoire if they became harmless due to protective items. However, if the majority favours weaponmagic to rule over godpower, guess I can live with that. I would only like to have at least one attacktype without any means of protection (for players). And that should then be kept as a strict "rule" in future, so people can rely on it for mapmaking. Andreas V.