Some of my YANIs

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My YANIs

A few ideas I've had while playing, haven't seen them mentioned before
but if they have my apologies.

1. Rogue "thief's instinct".
After exp 5? a rogue should gain either gem identification like an arc
before touchstones came along, or the thief's instinct. Like a priest,
this detects b/u/c status of objects as follows:

When an object is picked up off the ground/out of a container for the
first time, there is a 1 in 5 chance of getting one of the following
messages:

"You feel your fingers tingle!" - Blessed
"You feel nothing at all.." - Uncursed
"You reluctantly pick up the (insert name here)" - Cursed

This would be affected by luck, e.g bad luck would make the chances of
this happening to 1 in 10, the highest it can rise is to 1 in 4.

Also - when a monster, peaceful or not is within your sight and
carrying more gold then you you should get the message "Both your
thumbs start to itch!" ;-)


2. Knight artifact. As this is not really very useful in my opinion,
how about changing what it does? As combat types have difficulty
mapping Gehennom (at least, mine do), I propose the following changes:

When #invoked, if you are a Knight you get the message:

You hear the voice of Merlin in your ear! ---More---
Merlin whispers "Behold, good knight!" ---More---
The mirror shows you the way! ---More---
You have a sudden sense of direction

and both the up and down stairs are shown for 2 turns, during which you
may not teleport. This gives you an idea of where to head for, but does
not show you the route. The Mirror would not work on any level which
cannot be mapped e.g VotD

If not a knight, there is a 1 in 3 chance of the following:
You hear the voice of Merlin in your ear! ---More---
Merlin refuses to help just any common oik ---More---
Your mind is filled with crazy lines! ---More---
Your head spins in bewilderment ---More---

this is like reading a ?oMM in the VotD. The bonus of this is that it
could be wished for by any alignment with a "oOA, unlike the Eyes of
the Overworld which are neutral.

3. Laughing Policeman (has anyone else heard that song, or is it just
me?)

When the Keystone Kops are summoned, there is a 1 in 10 chance of the
Laughing Policeman being generated as well, becauce the Kops are so
easy to beat. When this happens, you get the message "You hear loud
laughter in the distance! ---More--- You are not amused" He is a strong
character, generated with:

A +3 rubber hose
either speed boots (for catching robbers) or a helm of brilliance (well
polished kit!), a very small chance of both
A hooded cloak
Some type of armour - leather? studded leather?

He would also have some more AC points on top of this, making for a
total AC of about 3-4. He would also have a special attack from two
sqaures away, like a lance or bec de corbin applied:

You see the Long Arm of the Law reach out! ---More---
You are hit! ---More---
You feel guilty. (no effect)

There is only one, and cannot be tinned, tamed or brought back to life.


Those were the ideas I've spent time thinking about, if anyone likes
them I may post some more when I get them!

Joe
 
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hepcaten@yahoo.co.uk wrote:
> 1. Rogue "thief's instinct".
> After exp 5? a rogue should gain either gem identification like an
arc
> before touchstones came along, or the thief's instinct. Like a
priest,
> this detects b/u/c status of objects as follows:

I like the idea of a thief's instinct as a way to flesh out the Rogue
class, but BUC identification doesn't seem thief-like. After all,
blessings and curses are magic properties, and Rogues do not strike me
as overly magical.

On the other hand, a thief's instinct that involved a 1 in 20 chance of
probing a monster at every hit ("You make note of <monster>'s loot")
and when presented with the menu of items, the ability to select one
and have a certain chance of stealing it, a la nymphs, would be cool.

> 2. Knight artifact. As this is not really very useful in my opinion,
> how about changing what it does?

It's tempting to balance out the classes in this way, but part of the
game involves some classes just being harder than others.

Having said that, I like the idea of the MMoM being a cut down crystal
ball:

> You hear the voice of Merlin in your ear! ---More---
> Merlin whispers "Behold, good knight!" ---More---
> The mirror shows you the way! ---More---
> You have a sudden sense of direction

How about instead, you are offered a chance to search for any symbol,
just like a crystal ball, except it only tells you the *direction*,
e.g.

Merlin whispers, "For what do you seek?"
[You type ">"]
The mirror tilts to the north.


> 3. Laughing Policeman (has anyone else heard that song, or is it just
> me?)
>
> When the Keystone Kops are summoned, there is a 1 in 10 chance of the
> Laughing Policeman being generated as well, becauce the Kops are so
> easy to beat. When this happens, you get the message "You hear loud
> laughter in the distance! ---More--- You are not amused" He is a
strong
> character, generated with:
>
> A +3 rubber hose
> either speed boots (for catching robbers) or a helm of brilliance
(well
> polished kit!), a very small chance of both
> A hooded cloak
> Some type of armour - leather? studded leather?

Better to make him intrinsically fast, otherwise he simply becomes the
standard way to acquire speed boots, or the helm.

> You see the Long Arm of the Law reach out! ---More---

This made me laugh :)

Since Kops are essentially a joke, I don't know if it adds to the game
to extend this joke too far.

Sam
 
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Sammiel wrote:
> hepcaten@yahoo.co.uk wrote:
> > 1. Rogue "thief's instinct".
> > After exp 5? a rogue should gain either gem identification like an
> arc
> > before touchstones came along, or the thief's instinct. Like a
> priest,
> > this detects b/u/c status of objects as follows:
>
> I like the idea of a thief's instinct as a way to flesh out the Rogue
> class, but BUC identification doesn't seem thief-like. After all,
> blessings and curses are magic properties, and Rogues do not strike
me
> as overly magical.

Perhaps a thief's instinct would give the ability to (approximately)
price-ID loot without a shopkeep present:

f- a scroll labelled DUAM XNAHT --more--
You reckon that would sell for about 130 zorkmids.
 
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dogsc...@eudoramail.com wrote:
> f- a scroll labelled DUAM XNAHT --more--
> You reckon that would sell for about 130 zorkmids.

Hmmm... another YANI: Merchant class.
Much like a tourist in terms of skills, stats and abilities, but gets
the price ID skill above. Most notably though, the only guaranteed
starting item is a big pile of cash. The game fills the rest of the
inventory with the same code as is used to stock a small general store
(between 8-16 items). One game you might begin with (among other
things) Frostbrand, speed boots and 2 blessed potions of FH, next game
you might start with nothing more interesting than a locked large box,
a loadstone, a cursed -1 pair of lev boots and a stack of 8 orcish
arrows. You could easily start the game burdened.

You could even create interesting sub-classes of specialist merchants:
For example a deli merchant would start with nothing but the kind of
items you'd find in any normal nethack deli, and the price-ID skill
would only work on deli-type items.

Shopkeepers will be hostile towards merchants (who they see as
competition) unless the merchant can disguise themselves with a
conspicuously-worn tourist shirt (and suffer the usual penalty). On the
quest you are put in charge of a shop, where you have to lay out your
accumulated loot on the floor and sell it to a load of NPC adventurers
and their kleptomaniac pets. The Quest nemesis would be some kind of
super-powered nymph or leprechaun, who wants to steal all your precious
belongings.
 
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dogscoff@eudoramail.com wrote:

> Perhaps a thief's instinct would give the ability
> to (approximately) price-ID loot without a
> shopkeep(er) present:

Or maybe, similarly, a whole new ability, that of
detecting enchantment direction without detecting
BUC status:

"This seems like a worse than usual ring".

or

"These boots seem better than usual".

With no comment for unenchanted stuff, or maybe
just "this cloak seems about average", so that
this next bit would work right:

Maybe there'd only be a comment a level-related
fraction of the time per item, maybe even modded by
dexterity (because "it's a rogue's skill"), luck,
and alignment, and there'd need to be a marker bit
per item so that just dropping it and picking it up
again repeatedly didn't bypass that limitation.

It would _really_ be a bad idea to trust this
instinct when confused, stunned, or hallucinating,
too, and if very unlucky, your instinct might even
be dead wrong and opposite to the true situation.

FWIW

xanthian.
 
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dogscoff@eudoramail.com wrote:
> Sammiel wrote:
> > I like the idea of a thief's instinct as a way to flesh out the
Rogue
> > class, but BUC identification doesn't seem thief-like. After all,
> > blessings and curses are magic properties, and Rogues do not strike
> me
> > as overly magical.
>
> Perhaps a thief's instinct would give the ability to (approximately)
> price-ID loot without a shopkeep present:
>
> f- a scroll labelled DUAM XNAHT --more--
> You reckon that would sell for about 130 zorkmids.

This is a good idea, I like this more then mine! Didn't think of that,
but seems fair and more fitting with the rogue class. I know that
rogues aren't that magical, but they should have some ability to make
them more, well, roguelike! At the moment, to me a rogue is like a
cross between an arc and a tou, which isn't how I think they should be.
 
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begin quoting <dogscoff@eudoramail.com>:
>Hmmm... another YANI: Merchant class.
>Much like a tourist in terms of skills, stats and abilities, but gets
>the price ID skill above. Most notably though, the only guaranteed
>starting item is a big pile of cash. The game fills the rest of the
>inventory with the same code as is used to stock a small general store

Reroll weasel's wet dream, this last.

I don't like rogues getting BUC-ID, either, since it clones another
class's ability.
--
David Damerell <damerell@chiark.greenend.org.uk> Distortion Field!
Today is Aponoia, March.
 
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Sammiel wrote:
>hepcaten@yahoo.co.uk wrote:
>> 1. Rogue "thief's instinct".
>> After exp 5? a rogue should gain either gem identification like an
>arc
>> before touchstones came along, or the thief's instinct. Like a
>priest,
>> this detects b/u/c status of objects as follows:
>
>I like the idea of a thief's instinct as a way to flesh out the Rogue
>class, but BUC identification doesn't seem thief-like. After all,
>blessings and curses are magic properties, and Rogues do not strike me
>as overly magical.

Maybe working out what it's enchantment level is. You can tell that
it's +3 by examining it's superior workmanship.

--
Sebastian Your 'PIN Identification Number' will
henceforth be referred to as PIN.