Mountain Dwarves (MD) have returned to trunk, replacing the Hill orc (HO) species. The revamped MD have a couple of new abilities - their spellcasting is less affected by armour encumbrance and they can use enchant scrolls on artefacts. Otherwise, MD is basically a renaming of HO, since MD has inherited their aptitudes from HO.
There are two issues I see with the current state, which are (1) the old HO aptitudes don’t make as much sense thematically for MD, and (2) MD and Minotaur (Mi) fill a very similar niche. The second point is nothing new, as MD, Mi, and HO have long been seen as occupying the same design space, which helped to get MD cut originally.
My idea is to tweak and juggle around some of the aptitudes between Mi and MD to make MD more appropriate for its theme, while at the same time helping to strengthen some design differences between the two species.
The roles I envision each species filling are:
Mountain Dwarf: Specialized as heavily armored melee fighters or magical hybrids, which are also excellent at evocations.
Minotaur: General bruisers who are strong with all non-magical skills including melee, ranged combat, and shapeshifting. They are strong with invocations owing to their mythological origin.
The apt changes I suggest are:
Invocations: MD: 3 → -1, Mi: 0 → 3
Basically give Mi the +3 invo apt that used to belong to HO. I don’t generally think of dwarves a religious species, while the minotaur originates from Greek mythology.
Evocations: MD: 1 → 3, Mi: -1 → -1 (unchanged)
Buffing MD’s evo apt would help to compensate for its loss of the +3 invo apt, and it makes more sense thematically in my opinion.
Shapeshifting: MD: -2 → -3, Mi: -3 → -1
From a design perspective, MD should be incentivized to use weapons and armor over talismans. Mi could be better at shapeshifting since they are a chimera.
Armour: MD: 0 → 2, Mi: 2 → 1
Shields: MD 1 → 2, Mi: 2 → 1
Some miscellaneous tweaks:
MD: Polearms: 0 → 1, Staves: 1 → 2, Unarmed: 0 → -1, Fire Magic: 2 → 1, Earth Magic: 1 → 2, Necromancy: 1 → 0
Swapping Fire and Earth magic would be solely for theme. Other magic school apts could be tweaked but that I don’t think that is as consequential.
Mi: Earth Magic: -2 → -3
Due to diminishing returns in skill training, small aptitude tweaks like these generally don’t have a huge long-term effect on gameplay. This brainstorming is more to help differentiate MD vs Mi and to better sell the theme to players.
Any thoughts?