Original Nemesis design: constrained growth and weighted randomness for limited surprise

ccerrato147 · x · 2026-10-23

Part 5 of the Nemesis-system thread: Monolith's original Nemesis uses constrained growth and weighted randomness. Orcs gain strengths but keep a weakness; a player-interaction score raises the chance of a familiar rival cheating death, while repeated returns become less likely — surprise, with limits.

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