Archived from groups: rec.games.roguelike.development (More info?)
In DD there is such a thing as a abysmal success rates,
throw a 20 and no matter who can damage a demi-god.
In another system ( name escapes me ), you can keep rolling
( and adding ) your dice, as long as you roll the maximum.
My current system ( I go for simplification ) doesnt allow
this abysmal success rate and it somehow bugs me.
How do you deal with abysmal succes rates ? Allow it ?
I am more affraid for boredom ( 'yawn, a kobold' ) than
frustration ( 'Hey, I cant kill this Iron Lich with my lvl 1 thief' )
Of course, I dont care about 'reality arguments' , I want a
game, not a simulation.
Archived from groups: rec.games.roguelike.development (More info?)
konijn_ wrote:
> In DD there is such a thing as a abysmal success rates,
> throw a 20 and no matter who can damage a demi-god.
> In another system ( name escapes me ), you can keep rolling
> ( and adding ) your dice, as long as you roll the maximum.
West End Games D6 (old Star Wars RPG)?
> My current system ( I go for simplification ) doesnt allow
> this abysmal success rate and it somehow bugs me.
It is overkill if you are fair and allow the npcs to have the same chances.
> How do you deal with abysmal succes rates ? Allow it ?
No. It destroys balace in regards to Player vs. the Rest Of The World.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"Some thing's just cannot be programmed in a roguelike. For
everything else, there's GenRogue" -- Anubis
Archived from groups: rec.games.roguelike.development (More info?)
konijn_ wrote:
> In another system ( name escapes me ), you can keep rolling
> ( and adding ) your dice, as long as you roll the maximum.
RoleMaster is like that. It uses "open-ended" d100 - if you roll 96-100,
you roll again and add the result.
Rolls over 100 aren't all that rare - there's a 5% chance. Rolls over
200 are rare but not unheard-of - 0.25% chance.
> How do you deal with abysmal succes rates ? Allow it ?
D&D's 1 in 20 odds make such a success *far* too likely.
I'd allow it, but with a success rate far, far lower - maybe a roll of
250 or greater with an "open-ended" d100 system like the above.
> I am more affraid for boredom ( 'yawn, a kobold' )
If the player is so advanced that a kobold is literally no challenge at
all, why wouldn't the kobold simply run like hell?
The player could then elect to shoot or zap it. But if your game
features deities, the player's deity might disapprove of shooting
fleeing monsters in the back. And there's the question of broken arrows
or spent charges - is it really worth it for a kobold?
sherm--
--
Cocoa programming in Perl: http://camelbones.sourceforge.net
Hire me! My resume: http://www.dot-app.org
Archived from groups: rec.games.roguelike.development (More info?)
"konijn_" <konijn@gmail.com> wrote in message
news:1117485682.035974.135390@g44g2000cwa.googlegroups.com...
> In DD there is such a thing as a abysmal success rates,
> throw a 20 and no matter who can damage a demi-god.
> In another system ( name escapes me ), you can keep rolling
> ( and adding ) your dice, as long as you roll the maximum.
> My current system ( I go for simplification ) doesnt allow
> this abysmal success rate and it somehow bugs me.
>
> How do you deal with abysmal succes rates ? Allow it ?
> I am more affraid for boredom ( 'yawn, a kobold' ) than
> frustration ( 'Hey, I cant kill this Iron Lich with my lvl 1 thief' )
>
> Of course, I dont care about 'reality arguments' , I want a
> game, not a simulation.
>
I wouldn't really call a critical hit in D&D "abysmal" by any means. It is
just a critical hit
. Consider that no matter how badass an opponent is,
you have a 5% chance (1/20) of at least nicking him with your weapon. Now,
remember, you can't "damage a demi-god" necessarily because there is also DR
(Damage Reduction). So, although you might connect with a critical, you'll
only do 1 damage to said demigod.
Also consider that, as of 3d D&D (the d20 system), when you roll a critical
on the first roll of an attack you merely "threaten"-- which means that you
have a guaranteed hit, but can only multiply the damage if you "confirm the
critical" with a subsequent roll that at least hits. Some alternative rules
include stacking damage with multiple critical rolls, or even insta-kill
with 3 simultaneous 20's (that's a 1/8000 probability!).
I find that if you use Damage Reduction (or "Soak" as it's called in other
systems), you can allow yourself more flexibility in implementing criticals.
In fact, my favorite system is quite generous with criticals, but places a
high importance on damage reduction. This is roughly the way it works:
1. Opposed rolls: attack/weapon skill vs. some flavor of dodge/speed skill.
It is important to have this variability of opposed rolls in this system,
plus I like to think it's more intuitive that you're 'actively' dodging,
rather than by some constant number, as in D&D. "Natural" numbers don't
matter, as in a "natural 1" or a "natural 20" being displayed on the dice.
2. If attack roll with modifiers (skill, related stat, etc. etc.) is equal
to or above dodge roll with modifiers, you hit. If the attack roll is at
least *twice* the dodge roll, you critically hit, at which point you roll
for critical effect on a table. You can also simplify this and go for good
ol' double damage, but critical effects are more fun in a Pencil-and-Paper
role-playing context. If your attack roll is less than *half* of the dodge
roll, you critically miss, and go on to roll critical miss effect from
table.
3. If you connected, then now you roll for damage according to your weapon +
Strength + any other modifiers you like. Opponent takes that damage, but is
able to *reduce* it by means of their armor. So if attacker deals 6 damage,
and your armor has a rating of 2, you'll actually take 4 damage. (You have
the option of damaging the armor here with the soaked damage if you like to
have item durability).
Now, the main thing that I like about this system is that it is very
intuitive, and uses the various stats in a way that is quickly grasped. It
always struck me as backwards that in D&D, "Armor Class" actually determines
how fast you can dodge out of the way (so really heavy armor like Platemail
makes you magically faster!). I'm not trying to argue for realism here, by
all means, D&D is a lot of fun even with this [IMHO] huge simplification--
the issue arises when you try to expand this system, and end up with a mess,
just like 3rd edition did. They tried to make all these distinctions to
armor, such as Touch, Flatfooted, Natural Armor, Deflection Bonus, etc.
etc., and it gets to be pretty un-intuitive thinking about which bonuses to
add to what category (Does Natural go to Touch or Flatfooted? How about
Deflection? How about your base Dex bonus? or the base Armor bonus?
*headache*). It went on to become blatantly obvious that the system was
broken when new versions of the rules started changing things quite a bit
(some leaning very close to the system I proposed, like the d20 Star Wars by
WOTC-- which also tried to partition HP to add depth, although it's not the
first system to try that-- but that's beyond the scope of this topic
.
I usually like rolling large dice: d20 on Pencil-and-Paper, and even higher
on my own wacky code (d54, wtf?!
), so I don't have much advice for
systems that use multiple small dice.
But anyhow, I hope my rant helped you explore some possible ways of
implementing a simple combat system with critical hits.
Have fun!
--Nolithius
Archived from groups: rec.games.roguelike.development (More info?)
I don't think you mean "abysmal", as it generally means very very *bad*.
An abysmal success rate would be more like you never succeed and botch
most attempts, ending up hurting youself or breaking your weapons
instead of hurting the enemy.
Archived from groups: rec.games.roguelike.development (More info?)
Kornel Kisielewicz wrote:
> konijn_ wrote:
> > In DD there is such a thing as a abysmal success rates,
> > throw a 20 and no matter who can damage a demi-god.
> > In another system ( name escapes me ), you can keep rolling
> > ( and adding ) your dice, as long as you roll the maximum.
>
> West End Games D6 (old Star Wars RPG)?
Hmm, no. I remember you didnt have 'levels' but you advanced to
circles. It was a post-apocalypse setting , but still fantasy.
>
> > My current system ( I go for simplification ) doesnt allow
> > this abysmal success rate and it somehow bugs me.
>
> It is overkill if you are fair and allow the npcs to have the same chances.
What do you mean with overkill ? Right now the heros have slightly more
chances than the npcs. If 2 scores ( say to hit/to defend ) are equal,
the player 'wins'.
>
> > How do you deal with abysmal succes rates ? Allow it ?
>
> No. It destroys balace in regards to Player vs. the Rest Of The World.
You mean that it would be too easy for the Player, right ?
> --
> At your service,
> Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
> "Some thing's just cannot be programmed in a roguelike. For
> everything else, there's GenRogue" -- Anubis
Archived from groups: rec.games.roguelike.development (More info?)
Hello,
the wording could be better
I mean that in any situation,
the player has the right to succeed,
the odds are small but it stays possible.
T.
Archived from groups: rec.games.roguelike.development (More info?)
On 30 May 2005 16:21:54 -0700, "konijn_" <konijn@gmail.com> wrote:
>Kornel Kisielewicz wrote:
>> konijn_ wrote:
>> > In DD there is such a thing as a abysmal success rates,
>> > throw a 20 and no matter who can damage a demi-god.
>> > In another system ( name escapes me ), you can keep rolling
>> > ( and adding ) your dice, as long as you roll the maximum.
>>
>> West End Games D6 (old Star Wars RPG)?
>
>Hmm, no. I remember you didnt have 'levels' but you advanced to
>circles. It was a post-apocalypse setting , but still fantasy.
Earthdawn. If you rolled the maximum on a given die, it gets to be
rerolled. However, it also had an automatic failure, where rolling '1' on
each die guarenteed the action would fail.
IIRC, NPCs also had this option, but it never guarenteed success.
(One thing they didn't include is rolls for ranks above 50... Although
such ultra-powerful attacks aren't very polite in a RPG.)
Archived from groups: rec.games.roguelike.development (More info?)
Yep. Thanks.
Archived from groups: rec.games.roguelike.development (More info?)
> I mean that in any situation,
> the player has the right to succeed,
> the odds are small but it stays possible.
What's good for the goose is good for the gander, I say. If the PC can potentially hit anything with a critical hit, then *anything* can potentially hit him/her.
-Aaron
Archived from groups: rec.games.roguelike.development (More info?)
Kornel Kisielewicz wrote:
> konijn_ wrote:
> > How do you deal with abysmal succes rates ? Allow it ?
>
> No. It destroys balace in regards to Player vs. the Rest Of The World.
Assuming the NPCs have the same chance as the PC, it would skew the
odds in their favor rather than the PC's. I believe there was a
discussion about critical hits being more beneficial to monsters than
to players on this newsgroup a while back.
Konjin, going back to your original question- I think it depends on
your game mechanics. It the case of impossible rolls comes up often,
and you don't think it's appropriate, then the rules need to change.
If, on the other hand, impossible rolls happen only in extreme cases
(or never at all) then you might want to leave your system the way it
is.
Kornel- there are two sides to this. On the one hand, it does mean that
the PC will sometimes be able to hit a much more powerful opponent. On
the other hand, it also means that the PC won't be able to completely
ignore weak opponents since they'll have a chance of injuring him as
well. I remember the first time I played D&D 3e after many years of
Earthdawn... my third level fighter was accosted by a guy with a knife,
and I started trying to talk my way out of it, not realizing that the
DM had just set this up as an easy combat encounter and the threat to
my character was effectively nil.
Earthdawn didn't really have any rules for automatic success, but since
die rolls had no upper limit it was theoretically possible for any roll
to succeed.
- Joseph Hewitt
Archived from groups: rec.games.roguelike.development (More info?)
konijn_ <konijn@gmail.com> wrote:
> In DD there is such a thing as a abysmal success rates, throw a 20 and
> no matter who can damage a demi-god. In another system ( name escapes
> me ), you can keep rolling ( and adding ) your dice, as long as you
> roll the maximum. My current system ( I go for simplification )
> doesnt allow this abysmal success rate and it somehow bugs me.
Aren't these just artifacts of the dice system?
Does your game use dice?
--
Jim Strathmeyer
Archived from groups: rec.games.roguelike.development (More info?)
konijn_ wrote:
> In DD there is such a thing as a abysmal success rates,
> throw a 20 and no matter who can damage a demi-god.
> In another system ( name escapes me ), you can keep rolling
> ( and adding ) your dice, as long as you roll the maximum.
> My current system ( I go for simplification ) doesnt allow
> this abysmal success rate and it somehow bugs me.
>
> How do you deal with abysmal succes rates ? Allow it ?
> I am more affraid for boredom ( 'yawn, a kobold' ) than
> frustration ( 'Hey, I cant kill this Iron Lich with my lvl 1 thief' )
>
> Of course, I dont care about 'reality arguments' , I want a
> game, not a simulation.
I love critical success and critical failure and I like 1 and 20
on a d20 as it then occurs at a level which adds interest (since
we don't care about reality). Having unhittable or unmissable
enemies is very dull too.
Having a variety of possible outcomes for critical success/failure
also adds interest. Add rolling a d20 on 20 is not something I had
thought of but I like the idea - usually I just use automatic hit
and/or double damage.
Skills/culture/class bonuses to minimise critical failure and
expand critical success is a good opportunity for another
skill path/culture trait/class bonus-penalty!
--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
..Hajo's H-World - RogueLike/RPG Engine SourceForge Project...
.......Downloads - https://sourceforge.net/projects/h-world...
............Home - http://h-world.simugraph.com...............
Archived from groups: rec.games.roguelike.development (More info?)
I think the skill/etc. effect on critical hits/misses would be a cool
idea and easily implementable. (For example: Humans are
(stereotypically) average and roll d6s on both tables. Orcs are clumsy
but strong; roll d8s on both. Elves are agile and skillful; roll a d6
on the hit table, but a d4 on the miss table.) If this were a PnP
game, I'd ask whether it was worth the look-up and extra roll, but
since this is about computer games, it should be worth looking into.
Archived from groups: rec.games.roguelike.development (More info?)
Dnia Tue, 31 May 2005 02:33:08 GMT,
airolson napisal(a):
>> I mean that in any situation,
>> the player has the right to succeed,
>> the odds are small but it stays possible.
> What's good for the goose is good for the gander, I say. If the PC can
> potentially hit anything with a critical hit, then *anything* can
> potentially hit him/her.
That's why you don;t use the same rules for PC and monsters
--
Radomir 'The Sheep' Dopieralski @**@_ Bee!
(^^) 3
The Quest for the Real World, try #1: cd /..
Archived from groups: rec.games.roguelike.development (More info?)
konijn_ wrote::
> How do you deal with abysmal succes rates ? Allow it ?
> I am more affraid for boredom ( 'yawn, a kobold' ) than
> frustration ( 'Hey, I cant kill this Iron Lich with my lvl 1 thief' )
>
> Of course, I dont care about 'reality arguments' , I want a
> game, not a simulation.
I allow small success and failure rates. This decision isn't based on
real rationale but rather the feeling, that good and bad luck should be
part of the game, and real perfection (neither positive nor negative)
does not exist.
But that's just my idea.
--
c.u. Hajo
Archived from groups: rec.games.roguelike.development (More info?)
ArchMageOmega wrote:
> I think the skill/etc. effect on critical hits/misses would be a cool
> idea and easily implementable. (For example: Humans are
> (stereotypically) average and roll d6s on both tables. Orcs are clumsy
> but strong; roll d8s on both. Elves are agile and skillful; roll a d6
> on the hit table, but a d4 on the miss table.) If this were a PnP
> game, I'd ask whether it was worth the look-up and extra roll, but
> since this is about computer games, it should be worth looking into.
Nice ideas. *snagged*
PS Could you include the context of your reply as I (and others)
don't use threaded view when I'm caught up with a ng.
--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
..Hajo's H-World - RogueLike/RPG Engine SourceForge Project...
.......Downloads - https://sourceforge.net/projects/h-world...
............Home - http://h-world.simugraph.com...............
Archived from groups: rec.games.roguelike.development (More info?)
Sherm Pendley wrote:
[...]
> If the player is so advanced that a kobold is literally no challenge at
> all, why wouldn't the kobold simply run like hell?
>
> The player could then elect to shoot or zap it. But if your game
> features deities, the player's deity might disapprove of shooting
> fleeing monsters in the back. And there's the question of broken arrows
> or spent charges - is it really worth it for a kobold?
This is an issue of kobold AI, not of certain or uncertain attack
success. A sensible kobold should run or surrender when his opponent
has a chance of killing him well below 50%.
An even more sensible kobold, like the standard D&D ones, would
retreat, gather 30 kobold friends, and ambush the hero with nasty traps
and missile weapons; but this is another story.
Do we want pure cannon fodder in our games? Should the hero remain
always wary and challenged or relax between major confrontations? How
many unbalanced (too harmless or too dangerous) encounters we want?
These issues determine much of the tone of the game.
Allowing automatic success and/or failure or not is less important: for
the monster, there is no practical difference between a mortality of
98% or 100%; for the player, the difference between a 0.0125%
probability of defeating the big boss and complete certainty of failure
is purely psychological.
Lorenzo Gatti
Archived from groups: rec.games.roguelike.development (More info?)
Kornel Kisielewicz wrote:
> konijn_ wrote:
> > In DD there is such a thing as a abysmal success rates,
> > throw a 20 and no matter who can damage a demi-god.
> > In another system ( name escapes me ), you can keep rolling
> > ( and adding ) your dice, as long as you roll the maximum.
>
> West End Games D6 (old Star Wars RPG)?
Just for giggles, while escaping, a player in said RPG once slapped
some surplus explosives to a corridor wall in an ISD. He then rolled
10 sixes in a row; It seems he nearly destroyed the ISD.
Archived from groups: rec.games.roguelike.development (More info?)
"jasonnorthrup@yahoo.com" <jasonnorthrup@yahoo.com> wrote:
>Just for giggles, while escaping, a player in said RPG once slapped
>some surplus explosives to a corridor wall in an ISD. He then rolled
>10 sixes in a row; It seems he nearly destroyed the ISD.
Sounds like *somebody* forgot about dice caps.
--
Martin Read - my opinions are my own. share them if you wish.
Ceci n'est pas un sigfile.
Archived from groups: rec.games.roguelike.development (More info?)
Sherm Pendley wrote:
> RoleMaster is like that. It uses "open-ended" d100 - if you roll 96-100,
> you roll again and add the result.
>
> Rolls over 100 aren't all that rare - there's a 5% chance. Rolls over
> 200 are rare but not unheard-of - 0.25% chance.
isn't this approximately a normal distribution?
n>95.5% =2SD=roll>100
n>99.75%=3SD=roll>200
Archived from groups: rec.games.roguelike.development (More info?)
Hansjoerg Malthaner wrote:
[...]
> I allow small success and failure rates. This decision isn't based on
> real rationale but rather the feeling, that good and bad luck should be
> part of the game, and real perfection (neither positive nor negative)
> does not exist.
>
> But that's just my idea.
"Everything is possible" is a good principle for rules because it
entails complete and well-behaved models of all cases, while
limitations are intrinsically arbitrary and unfair.
With this approach I recommend a very long tailed distribution of
enemies of all power levels between approximately hopeless and
approximately perfect: a significant fraction of encounters would
always be near the (varying and unknown) risk aversity threshold of the
player, requiring many interesting decisions to fight or flee. If
monsters were all equally challenging, typical players would attack
everything that moves and very cautious ones would almost always
retreat, without tactical and strategic variety.
Lorenzo Gatti
Archived from groups: rec.games.roguelike.development (More info?)
ABCGi wrote:
[...]> I love critical success and critical failure and I like 1 and 20
> on a d20 as it then occurs at a level which adds interest (since
> we don't care about reality). Having unhittable or unmissable
> enemies is very dull too.
>
> Having a variety of possible outcomes for critical success/failure
> also adds interest. Add rolling a d20 on 20 is not something I had
> thought of but I like the idea - usually I just use automatic hit
> and/or double damage.
I consider the D&D rule that a d20 attack roll of 1 is always a miss
and a roll of 20 is always a hit a problem, not a solution: it is
supposed to ensure risk (both for and against the player), but it means
that:
- getting attack bonuses (increasing level, wielding better weapons,
obtaining situational modifiers) is completely ineffective up to a
certain amount, then hit probability doubles suddenly (20 only to 19 or
20), then improvements are gradually and severely diminishing (3/2,
4/3, ... 19/18), until they are completely useless again.
- improving defense has the same silly utility curve.
- no matter what the situation, no attack roll ever can be easier than
95% or more difficult than 5%: this saturation is as unrealistic as
attaining the perfection of 100% or 0%, and more arbitrary.
- outside the 19 point sweet spot, any attacker and any defender
perform identically regardless of how good they are: boring and unfair.
> Skills/culture/class bonuses to minimise critical failure and
> expand critical success is a good opportunity for another
> skill path/culture trait/class bonus-penalty!
I agree that this could be a good game feature (e.g. a conservative
style with more hits, less fumbles, less exceptional results and a
swashbuckling style with more and worse failure but improved successful
outcomes), but the D&D system is coarse and flawed. In a computer game
any formula can be used.
Lorenzo Gatti
Archived from groups: rec.games.roguelike.development (More info?)
>Aren't these just artifacts of the dice system?
>Does your game use dice?
Did you ever play HeroQuest, you would have dice with symbols.
You would have to count symbols to determine success.
My game uses something in that vein.
I actually found a mistake in my simulation with Excel,
and found out there is a chance the kobold wins.
Still, a good discussion this was
T.
Archived from groups: rec.games.roguelike.development (More info?)
<gatti@dsdata.it> wrote in message
news:1117553974.207356.278040@o13g2000cwo.googlegroups.com...
[...]
> I consider the D&D rule that a d20 attack roll of 1 is always a miss
> and a roll of 20 is always a hit a problem, not a solution: it is
> supposed to ensure risk (both for and against the player), but it means
> that:
It is a problematic solution, but a solution nonetheless
> - getting attack bonuses (increasing level, wielding better weapons,
> obtaining situational modifiers) is completely ineffective up to a
> certain amount, then hit probability doubles suddenly (20 only to 19 or
> 20), then improvements are gradually and severely diminishing (3/2,
> 4/3, ... 19/18), until they are completely useless again.
> - improving defense has the same silly utility curve.
Although this is not entirely true (better weapons actually sometimes have
increased critical range and multiplier, and several feats improve upon
criticals), it is indeed limited-- very limited. It always irked me that
increasing in skill did not result in an increase in critical frequency--
3rd edition tried to remedy that with these patchwork-like changes
characteristic of D&D, but was only very marginally successful. It was,
however, an improvement from the previous system of straight 1s and 20s.
> - no matter what the situation, no attack roll ever can be easier than
> 95% or more difficult than 5%: this saturation is as unrealistic as
> attaining the perfection of 100% or 0%, and more arbitrary.
Besides the fact that your use of "unrealistic" here is horribly
unqualified, there is a simple fact for us all to consider: at some point
game design is arbitrary. You often make certain arbitrary choices for the
sake of fun and sanity. Although I dislike the D&D natural critical system,
it does fulfill those two criteria. It is fun: rolling a 20 is immediately
oh-so-sweet in any battle scenario, and a 1 immediately recognized as a big
screw-up. And it keeps players sane: as a seasoned D&D player I can say that
I wish combat had a lot more depth, but as any newbie will attest, the
natural critical idea is very easily grasped and requires little to commit
to memory, as well as little to calculate in real-time.
> - outside the 19 point sweet spot, any attacker and any defender
> perform identically regardless of how good they are: boring and unfair.
Wow! Firstly, "unfair" is right out of the question-- the same rules apply
to everyone. Secondly, I fail to see what you're claiming here about "any
attacker and any defender" performing "identically regardless of how good
they are". Have you forgotten about non-critical hits? In case the scope for
this claim is only the critical hit range then you're just blatantly
mistaken-- as stated earlier, not everyone has the same critical range.
On the whole, however, I agree about your critique of D&D's critical system
being quite coarse. A computer game can very well handle the few additional
calculations it could take to make this style of system more complex but
still keep it easily grasped.
Cheers.
--Nolithius
Archived from groups: rec.games.roguelike.development (More info?)
jasonnorthrup@yahoo.com wrote:
> Sherm Pendley wrote:
>
>>RoleMaster is like that. It uses "open-ended" d100 - if you roll 96-100,
>>you roll again and add the result.
>>
>>Rolls over 100 aren't all that rare - there's a 5% chance. Rolls over
>>200 are rare but not unheard-of - 0.25% chance.
>
> isn't this approximately a normal distribution?
> n>95.5% =2SD=roll>100
> n>99.75%=3SD=roll>200
Sorry, you lost me - statistics aren't my strong point.
My comment was based on the 5% chance of rolling 96-100 on a d100. If
you do that, you roll again, with another 5% chance of rolling another
96-100. And so on.
So, 96-100 = 5%. 192-200 = 5%x5% = 0.25%. Etc.
sherm--
--
Cocoa programming in Perl: http://camelbones.sourceforge.net
Hire me! My resume: http://www.dot-app.org
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"konijn_" <konijn@gmail.com> wrote in
news:1117485682.035974.135390@g44g2000cwa.googlegroups.com:
> My current system ( I go for simplification ) doesnt allow
> this abysmal success rate
>
Why?
> How do you deal with abysmal succes rates ? Allow it ?
You might look into some real life situations to balance amount of
such critical sucesses. Are such overkills common 1/1000, or
more... ?
Archived from groups: rec.games.roguelike.development (More info?)
Joe Hewitt wrote:
> Kornel- there are two sides to this. On the one hand, it does mean that
> the PC will sometimes be able to hit a much more powerful opponent. On
> the other hand, it also means that the PC won't be able to completely
> ignore weak opponents since they'll have a chance of injuring him as
> well.
Yes. Which can easily lead to instakill of weak characters. I mean, how
stupid it is to die after destroying 60 kobolds without getting
scratched, from the one that had a triple critical success?
> I remember the first time I played D&D 3e after many years of
> Earthdawn... my third level fighter was accosted by a guy with a knife,
> and I started trying to talk my way out of it, not realizing that the
> DM had just set this up as an easy combat encounter and the threat to
> my character was effectively nil.
That's why I always play GURPS ;-). I actually really enjoy if the
players treat *every* fight serious. And they know I do. In my P&P RPG
sessions (set in the World of Shadows BTW) combat is deadly no matter
how good you are, but rare. I have on average one fight scene per
playing session, often less. But when it happens, everyone is excited
and a little scared ("this might be my last..." ).
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"It must be excellent code -- Mistress Compiler would not have
it any other way." -- Twisted One
Archived from groups: rec.games.roguelike.development (More info?)
Quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>Yes. Which can easily lead to instakill of weak characters. I mean, how
>stupid it is to die after destroying 60 kobolds without getting
>scratched, from the one that had a triple critical success?
Well, you seem to be a fan of "realistic" lethal combat; that would seem
to make perfect sense for a heavily armoured and skilled warrior. The
kobolds' crude weapons can't do more than bruise him through his harness,
but one of them gets lucky and slips a knife into a vulnerable spot.
--
David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato!
Today is Thursday, June.
Archived from groups: rec.games.roguelike.development (More info?)
David Damerell wrote:
> Quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>
>>Yes. Which can easily lead to instakill of weak characters. I mean, how
>>stupid it is to die after destroying 60 kobolds without getting
>>scratched, from the one that had a triple critical success?
>
>
> Well, you seem to be a fan of "realistic" lethal combat; that would seem
> to make perfect sense for a heavily armoured and skilled warrior. The
> kobolds' crude weapons can't do more than bruise him through his harness,
> but one of them gets lucky and slips a knife into a vulnerable spot.
Yup. That's realistic. But realistic to the edge of playability.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
Carceri -- A prelude to GenRogue... Coming Soon
Archived from groups: rec.games.roguelike.development (More info?)
Kornel Kisielewicz wrote:
> David Damerell wrote:
>
>> Quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>>
>>> Yes. Which can easily lead to instakill of weak characters. I mean,
>>> how stupid it is to die after destroying 60 kobolds without getting
>>> scratched, from the one that had a triple critical success?
>>
>> Well, you seem to be a fan of "realistic" lethal combat; that would seem
>> to make perfect sense for a heavily armoured and skilled warrior. The
>> kobolds' crude weapons can't do more than bruise him through his harness,
>> but one of them gets lucky and slips a knife into a vulnerable spot.
>
> Yup. That's realistic. But realistic to the edge of playability.
People love to drag this old chestnut up as an anti-critical
arguement. You could quite easily avoid the problem in a
number of ways - one would be that the PC's health drops to
1 instead of an instakill. I guess the issue is some people
don't like the idea of critical (which is fine) and so won't
try to solve any such issues.
"The Kobold has a freak accident and stabs you through the eye"
HP = 1
--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
..Hajo's H-World - RogueLike/RPG Engine SourceForge Project...
.......Downloads - https://sourceforge.net/projects/h-world...
............Home - http://h-world.simugraph.com...............
Archived from groups: rec.games.roguelike.development (More info?)
ABCGi wrote:
> Kornel Kisielewicz wrote:
> 1 instead of an instakill. I guess the issue is some people
> don't like the idea of critical (which is fine) and so won't
> try to solve any such issues.
>
> "The Kobold has a freak accident and stabs you through the eye"
> HP = 1
*And* you are pernamently blinded on one eye...
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"Due to Pascal's original purpose as a teaching language it forces one
to learn good habits - and those good habits stay with you, even when
you later migrate to a much more forgiving language." - Sherm Pendley
Archived from groups: rec.games.roguelike.development (More info?)
Kornel Kisielewicz wrote:
> ABCGi wrote:
>
>> Kornel Kisielewicz wrote:
>> 1 instead of an instakill. I guess the issue is some people
>> don't like the idea of critical (which is fine) and so won't
>> try to solve any such issues.
>>
>> "The Kobold has a freak accident and stabs you through the eye"
>
> > HP = 1
>
> *And* you are pernamently blinded on one eye...
Yeah. Effecting depth perception - thus penalty to missile far
the further you aim. Until of course you visit the town cleric
who can repair permanent damage via the power of the gods (for
a substantial donation of course).
"You drink potion of total healing"
"You smack kobold upside the head"
"The kobold dies"
"You get an eye patch... me hearty!"
--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
..Hajo's H-World - RogueLike/RPG Engine SourceForge Project...
.......Downloads - https://sourceforge.net/projects/h-world...
............Home - http://h-world.simugraph.com...............
Archived from groups: rec.games.roguelike.development (More info?)
ABCGi <abcgi@yahoo.com> writes:
> People love to drag this old chestnut up as an anti-critical
> arguement. You could quite easily avoid the problem in a
> number of ways - one would be that the PC's health drops to
> 1 instead of an instakill. I guess the issue is some people
> don't like the idea of critical (which is fine) and so won't
> try to solve any such issues.
>
> "The Kobold has a freak accident and stabs you through the eye"
>
> HP = 1
ADOM works a bit like that. If you are lucky (as in - have some luck
intrinsics) there's a fair chance (but not so frequent that you'd ever
want to rely on it) that a hit that would have put you to -100 from
250 will in fact only send you to 1.
--
Chris
Archived from groups: rec.games.roguelike.development (More info?)
ABCGi wrote:
> Yeah. Effecting depth perception - thus penalty to missile far
> the further you aim. Until of course you visit the town cleric
> who can repair permanent damage via the power of the gods (for
> a substantial donation of course).
That wouldn;t work in the World of Shadows tough -- Magic isn't such a
day to day experience as in other worlds :-/. And there are no clerics
(and no Gods, anyway). The least you could do is visit Techron (an
alternative plane of existence) and get a biomechanical replacement, but
you would have to be very lucky to know of it's existence, second to the
fact that you would need really powerful magic to get there ;-)
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"It's much easier to make an army of dumb good people than to
make one single smart good guy..." -- DarkGod
Archived from groups: rec.games.roguelike.development (More info?)
Quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>David Damerell wrote:
>>Quoting Kornel Kisielewicz <kisielewicz@gazeta.pl>:
>>>Yes. Which can easily lead to instakill of weak characters. I mean, how
>>>stupid it is to die after destroying 60 kobolds without getting
>>>scratched, from the one that had a triple critical success?
>>Well, you seem to be a fan of "realistic" lethal combat; that would seem
>>to make perfect sense for a heavily armoured and skilled warrior.
>Yup. That's realistic. But realistic to the edge of playability.
Well, yes, "realistic" approaches where any blow is potentially deadly do
sit uneasily with combat - especially with large amounts, but even with
any necessary combat, since effectively you're saying that someone can be
killed in one shot even though the player made no bad decisions.
_But_ since you often advocate an approach where any combat is potentially
lethal, I'm not sure why you object to this particular manifestation of
it.
--
David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato!
Today is Friday, June.
Archived from groups: rec.games.roguelike.development (More info?)
ABCGi wrote:
> "You drink potion of total healing"
> "You smack kobold upside the head"
> "The kobold dies"
> "You get an eye patch... me hearty!"
Okay, a moment for the roleplayers out there; You ought to be
able to make an eyepatch out of leather. You ought to be able
to get "leather" of various types by skinning monsters. And
the roleplayers in the crew will make their eyepatches out of
kobold skin.... no experience bonus, no difference in play from
a normal eyepatch, just .... satisfaction.
Bear
Archived from groups: rec.games.roguelike.development (More info?)
On 2005-05-30, Sherm Pendley <spamtrap@dot-app.org> wrote:
> > How do you deal with abysmal succes rates ? Allow it ?
>
> D&D's 1 in 20 odds make such a success *far* too likely.
I don't see a 5% chance of hitting as too likely. If you make the first 20
be the automatic hit and subsequent 20's add damage then everything seems
okay to me.
5.0% hit no matter what.
0.25% double damage.
0.0125% triple damage.
0.000625% quad damage.
If anything those values seem a little low to me.
Archived from groups: rec.games.roguelike.development (More info?)
Sherm Pendley wrote:
> konijn_ wrote:
>
>> In another system ( name escapes me ), you can keep rolling
>> ( and adding ) your dice, as long as you roll the maximum.
>
> RoleMaster is like that. It uses "open-ended" d100 - if you roll 96-100,
> you roll again and add the result.
>
> Rolls over 100 aren't all that rare - there's a 5% chance. Rolls over
> 200 are rare but not unheard-of - 0.25% chance.
>
>> How do you deal with abysmal succes rates ? Allow it ?
>
> D&D's 1 in 20 odds make such a success *far* too likely.
In 3rd edition, rolling a 20 doesn't award you a critical but only an
automatic hit. There's a new rule for critical hits which require you in
order to :
- roll a d20 dice to check if you hit the oponent
- hit the oponent, either by beating their AC or by rolling a 20
- that number you rolled must be in the critical hit range ( and here, a 20
always count too
)
- roll a second d20 to check if you hit your oponent again
If all of those pass, you get to do x2 up to x5 damage depending on feats
and current weapon.
Considering most kobolds are using simple daggers or shortbows, the best
they can do is x2 damage on a critical and if you have high AC, they must
roll a double 20 to do that anyway.
> I'd allow it, but with a success rate far, far lower - maybe a roll of
> 250 or greater with an "open-ended" d100 system like the above.
On the other hand, an open ended damage roll is really dangerous for the
players since you can always get instakilled if you are unlucky.
Archived from groups: rec.games.roguelike.development (More info?)
On 2005-06-03, Christophe Cavalaria <chris.cavalaria@free.fr> wrote:
> > I'd allow it, but with a success rate far, far lower - maybe a roll of
> > 250 or greater with an "open-ended" d100 system like the above.
>
> On the other hand, an open ended damage roll is really dangerous for the
> players since you can always get instakilled if you are unlucky.
In my game, weapons have a certain strength based on what they are made
out of, if they are of superior construction, and if they are magical.
If you deal more damage with the weapon than its strength then there is a
chance the weapons breaks. The higher the damage the higher the chance. If
that happens then only the weapons strength is dealt as damage (and you
have no weapon anymore).
This combined with the ability to parry and dodge makes kobold-player
insta-kills almost impossible. If your hit points are over the point where
the break chance is 100% then it is impossible.
Archived from groups: rec.games.roguelike.development (More info?)
John wrote:
> On 2005-06-03, Christophe Cavalaria <chris.cavalaria@free.fr> wrote:
>
>>>I'd allow it, but with a success rate far, far lower - maybe a roll of
>>>250 or greater with an "open-ended" d100 system like the above.
>>
>> On the other hand, an open ended damage roll is really dangerous for the
>> players since you can always get instakilled if you are unlucky.
>
>
> In my game, weapons have a certain strength based on what they are made
> out of, if they are of superior construction, and if they are magical.
>
> If you deal more damage with the weapon than its strength then there is a
> chance the weapons breaks. The higher the damage the higher the chance. If
> that happens then only the weapons strength is dealt as damage (and you
> have no weapon anymore).
>
> This combined with the ability to parry and dodge makes kobold-player
> insta-kills almost impossible. If your hit points are over the point where
> the break chance is 100% then it is impossible.
I don't know whether this is an original idea of yours, or borrowed
from a P&P system, but I like it. A lot. Hope you don't mind if I
borrow it for future projects of mine. ;-)
It seems to be a rather fantastic blend of reality and gameplay. It
really brings up some interesting possibilities, as well. For
example, if I was playing some sort of muscle-bound barbarian, and all
I had was a flimsy dagger, I might purposely try to not hit as hard as
I could, to keep it from breaking. Interesting approach. Really adds
a new level of depth to combat. Great idea.
--
My projects are currently on hold, but I do have
some junk at the site below.
http://www.freewebs.com/timsrl/index.htm
--
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Timothy Pruett wrote:
> John wrote:
>> On 2005-06-03, Christophe Cavalaria <chris.cavalaria@free.fr> wrote:
>>
>>>>I'd allow it, but with a success rate far, far lower - maybe a roll of
>>>>250 or greater with an "open-ended" d100 system like the above.
>>>
>>> On the other hand, an open ended damage roll is really dangerous for the
>>> players since you can always get instakilled if you are unlucky.
>>
>>
>> In my game, weapons have a certain strength based on what they are made
>> out of, if they are of superior construction, and if they are magical.
>>
>> If you deal more damage with the weapon than its strength then there is a
>> chance the weapons breaks. The higher the damage the higher the chance.
>> If that happens then only the weapons strength is dealt as damage (and
>> you have no weapon anymore).
>>
>> This combined with the ability to parry and dodge makes kobold-player
>> insta-kills almost impossible. If your hit points are over the point
>> where the break chance is 100% then it is impossible.
>
> I don't know whether this is an original idea of yours, or borrowed
> from a P&P system, but I like it. A lot. Hope you don't mind if I
> borrow it for future projects of mine. ;-)
>
> It seems to be a rather fantastic blend of reality and gameplay. It
> really brings up some interesting possibilities, as well. For
> example, if I was playing some sort of muscle-bound barbarian, and all
> I had was a flimsy dagger, I might purposely try to not hit as hard as
> I could, to keep it from breaking. Interesting approach. Really adds
> a new level of depth to combat. Great idea.
Well, it probably gives a good gameplay ( if you like breaking weapons at
random
) but it is hardly realistic. I don't expect a puny goblin to be
able to break a good weapon just because ofa lucky roll. And also, in the
case of swords the damage doesn't come from brute strength which is what is
required to break a weapon but from careful placement around vital points.
Archived from groups: rec.games.roguelike.development (More info?)
On 2005-06-03 18:48:24, Ray Dillinger <bear@sonic.net> wrote:
> ABCGi wrote:
>
> > "You drink potion of total healing"
> > "You smack kobold upside the head"
> > "The kobold dies"
> > "You get an eye patch... me hearty!"
>
> Okay, a moment for the roleplayers out there; You ought to be
> able to make an eyepatch out of leather. You ought to be able
> to get "leather" of various types by skinning monsters. And
> the roleplayers in the crew will make their eyepatches out of
> kobold skin.... no experience bonus, no difference in play from
> a normal eyepatch, just .... satisfaction.
>
> Bear
Nice, perhaps a small -1 to appearence for the kobold eye
patch. Which is as much a penalty with shop keepers as it
is a bonus to intimidating certain monsters, and infuriating
kobolds!
--
ABCGi abcgi@yahoo.com http://abcgi.fly.to S14 D15 I17 W12 C9
GCS/IT$/L/B$ d+(-) s: a? C++ ULUSU-- P+ L+>++ E- W++$ N+ o+ K--
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b++(+) DI++++ D+++ G e++>+++ h++(home office!) r++ y++* BAS-----
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On 2005-06-03 12:30:23, Kornel Kisielewicz <kisielewicz@gazeta.pl> wrote:
> ABCGi wrote:
> > Yeah. Effecting depth perception - thus penalty to missile fire
> > the further you aim. Until of course you visit the town cleric
> > who can repair permanent damage via the power of the gods (for
> > a substantial donation of course).
>
> That wouldn;t work in the World of Shadows tough -- Magic isn't such a
> day to day experience as in other worlds :-/. And there are no clerics
> (and no Gods, anyway). The least you could do is visit Techron (an
> alternative plane of existence) and get a biomechanical replacement, but
> you would have to be very lucky to know of it's existence, second to the
> fact that you would need really powerful magic to get there ;-)
Sounds like a tough world! I like the idea of a replacement eye.
I can imagine a patch-work hero at the end of a RL about to
ascend with only about 60% original parts
--
ABCGi abcgi@yahoo.com http://abcgi.fly.to S14 D15 I17 W12 C9
GCS/IT$/L/B$ d+(-) s: a? C++ ULUSU-- P+ L+>++ E- W++$ N+ o+ K--
w+++(--)$ O- !M- V PS++(+) PE-@ Y+(++) PGP>++ t++ 5+ X R(+++) tv
b++(+) DI++++ D+++ G e++>+++ h++(home office!) r++ y++* BAS-----
Archived from groups: rec.games.roguelike.development (More info?)
Christophe Cavalaria wrote:
> Timothy Pruett wrote:
>
>
>>John wrote:
>>
>>>On 2005-06-03, Christophe Cavalaria <chris.cavalaria@free.fr> wrote:
>>>
>>>
>>>>>I'd allow it, but with a success rate far, far lower - maybe a roll of
>>>>>250 or greater with an "open-ended" d100 system like the above.
>>>>
>>>>On the other hand, an open ended damage roll is really dangerous for the
>>>>players since you can always get instakilled if you are unlucky.
>>>
>>>
>>>In my game, weapons have a certain strength based on what they are made
>>>out of, if they are of superior construction, and if they are magical.
>>>
>>>If you deal more damage with the weapon than its strength then there is a
>>>chance the weapons breaks. The higher the damage the higher the chance.
>>>If that happens then only the weapons strength is dealt as damage (and
>>>you have no weapon anymore).
>>>
>>>This combined with the ability to parry and dodge makes kobold-player
>>>insta-kills almost impossible. If your hit points are over the point
>>>where the break chance is 100% then it is impossible.
>>
>>I don't know whether this is an original idea of yours, or borrowed
>>from a P&P system, but I like it. A lot. Hope you don't mind if I
>>borrow it for future projects of mine. ;-)
>>
>>It seems to be a rather fantastic blend of reality and gameplay. It
>>really brings up some interesting possibilities, as well. For
>>example, if I was playing some sort of muscle-bound barbarian, and all
>>I had was a flimsy dagger, I might purposely try to not hit as hard as
>>I could, to keep it from breaking. Interesting approach. Really adds
>>a new level of depth to combat. Great idea.
>
>
> Well, it probably gives a good gameplay ( if you like breaking weapons at
> random
) but it is hardly realistic. I don't expect a puny goblin to be
> able to break a good weapon just because ofa lucky roll. And also, in the
> case of swords the damage doesn't come from brute strength which is what is
> required to break a weapon but from careful placement around vital points.
Never said it was completely realistic, just that it had some
realistic elements. Weapons can and do break if swung with enough
force. In your example concerning a puny goblin being able to break a
good weapon because of a lucky roll, well, that would likely be a rare
event. A puny goblin would probably be unable to swing with enough
force to deal enough damage to raise a good weapon's chance of getting
broken.
And also, sword damage can certainly come from brute strength. While
certain types of swords aren't used this way, some of the more common
and readily available swords are frequently used for both slashing and
stabbing, depending on one's foe. Not to mention the fact that some
swords (especially poorly crafted ones) have been known to
occasionally break off inside one's opponent. If the sword isn't
withdrawn properly after a stabbing attack, there's a fair chance of
the tip breaking off of a poorly constructed sword, and even with a
fairly well-made sword, the chance of the hilt seperating is still
plausible. Also, against a heavily armored opponent, there are plenty
of opportunities for even well-made weapons to recieve damage. Even
if you do manage to successfully stab between their armor plates, if
the sword gets twisted upon its withdrawl, it can have a great deal of
pressure exerted on it, at its structurally weakest point, possibly
causing the top half of the sword to break off inside of the target.
Once again, not a wholy realistic system, but it seems to me to be a
fairly nice balance between realism and gameplay.
--
My projects are currently on hold, but I do have
some junk at the site below.
http://www.freewebs.com/timsrl/index.htm
--
Archived from groups: rec.games.roguelike.development (More info?)
Chris Morris wrote:
> ABCGi <abcgi@yahoo.com> writes:
>
>>People love to drag this old chestnut up as an anti-critical
>>arguement. You could quite easily avoid the problem in a
>>number of ways - one would be that the PC's health drops to
>>1 instead of an instakill. I guess the issue is some people
>>don't like the idea of critical (which is fine) and so won't
>>try to solve any such issues.
>>
>>"The Kobold has a freak accident and stabs you through the eye"
>>
>>HP = 1
>
> ADOM works a bit like that. If you are lucky (as in - have some luck
> intrinsics) there's a fair chance (but not so frequent that you'd ever
> want to rely on it) that a hit that would have put you to -100 from
> 250 will in fact only send you to 1.
That's good - a motivation for a luck intrinsic/ability/attribute
that modifies a possible flaw without unbalancing the game.
--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
..Hajo's H-World - RogueLike/RPG Engine SourceForge Project...
.......Downloads - https://sourceforge.net/projects/h-world...
............Home - http://h-world.simugraph.com...............
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On 2005-06-03, Timothy Pruett <drakalor.tourist@gmail.com> wrote:
> I don't know whether this is an original idea of yours, or borrowed
> from a P&P system, but I like it. A lot. Hope you don't mind if I
> borrow it for future projects of mine. ;-)
One of the Palladium RPG's had it as an optional rule in environment where
weapons were made out of wood or bone (such as in the jungle). I just
extended it.
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On 2005-06-04, Christophe Cavalaria <chris.cavalaria@free.fr> wrote:
> Well, it probably gives a good gameplay ( if you like breaking weapons at
> random
) but it is hardly realistic. I don't expect a puny goblin to be
> able to break a good weapon just because ofa lucky roll. And also, in the
> case of swords the damage doesn't come from brute strength which is what is
> required to break a weapon but from careful placement around vital points.
I should also mention that critical roles aren't unbounded -- you can't
get x100 damage. How many times a 20 can increase your damage is
determined by which fighting form you have and how high a level you are.
So not only is a first level kobold not going to insta-kill but he won't
be able to critical for a damage high enough to break his weapon.
There is also a player controlled option that specified whether or not you
are swinging full force. So you can have the game not swing hard enough to
break your weapon if you want -- for those times you really, really don't
want to lose your weapon.
Archived from groups: rec.games.roguelike.development (More info?)
ABCGi wrote:
> On 2005-06-03 12:30:23, Kornel Kisielewicz <kisielewicz@gazeta.pl> wrote:
>>That wouldn;t work in the World of Shadows tough -- Magic isn't such a
>>day to day experience as in other worlds :-/. And there are no clerics
>>(and no Gods, anyway). The least you could do is visit Techron (an
>>alternative plane of existence) and get a biomechanical replacement, but
>>you would have to be very lucky to know of it's existence, second to the
>>fact that you would need really powerful magic to get there ;-)
>
>
> Sounds like a tough world!
Hell it is...
> I like the idea of a replacement eye.
Those are realy rare tough. Think "The Hand of Oberon" by Zelazny.
> I can imagine a patch-work hero at the end of a RL about to
> ascend with only about 60% original parts
Given the rarity, and the fact that there will be no ascentions in GR --
quite impossible. ;-)
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
Carceri -- A prelude to GenRogue... Coming Soon
Archived from groups: rec.games.roguelike.development (More info?)
Kornel Kisielewicz wrote:
> ABCGi wrote:
>
>> On 2005-06-03 12:30:23, Kornel Kisielewicz <kisielewicz@gazeta.pl> wrote:
>>
>>> That wouldn;t work in the World of Shadows tough -- Magic isn't such a
>>> day to day experience as in other worlds :-/. And there are no clerics
>>> (and no Gods, anyway). The least you could do is visit Techron (an
>>> alternative plane of existence) and get a biomechanical replacement, but
>>> you would have to be very lucky to know of it's existence, second to the
>>> fact that you would need really powerful magic to get there ;-)
>>
>>
>>
>> Sounds like a tough world!
>
>
> Hell it is...
>
>> I like the idea of a replacement eye.
I'm playing Golden Eye - Rogue Agent on the XBox right now where you
have your eye shot out and replaced with a much superior tech one.
>
>
> Those are realy rare tough. Think "The Hand of Oberon" by Zelazny.
>
>> I can imagine a patch-work hero at the end of a RL about to ascend
>> with only about 60% original parts
>
>
> Given the rarity, and the fact that there will be no ascentions in GR --
> quite impossible. ;-)
--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
..Hajo's H-World - RogueLike/RPG Engine SourceForge Project...
.......Downloads - https://sourceforge.net/projects/h-world...
............Home - http://h-world.simugraph.com...............
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