Thuringwethil hits you. You are *WHAT*?!

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #16
    Originally posted by fizzix
    Seems like a good solution to me, but I've never liked that status effects due to physical attacks couldn't be resisted.
    I'm assuming you meant "couldn't be saved against"? Resistances (or rather, protections) work fine against physical attacks, as well as against consumption of harmful potions. Wield Caspanion and you can chug booze all day without getting confused...

    DEX being overloaded for AC and for a touch-attack save doesn't bug me, mostly because its effects on AC are so minor anyway.

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #17
      Originally posted by fizzix
      I would consider that a bug. But it'd be nice to hear the opposing viewpoints.
      Technically not a bug, more like hard to figure out design inconsistence. Question to that is that do we gain anything with different scaling factors? Maybe it is useful for some cases, maybe not.

      If my "speed bubble" rationalization is taken as game rule, then any timed player status effect should scale using player turns instead of game turns. Food, regen, poison, recovery from poison, confusion, paralyzation, all of them. Maybe we could extend this to monsters as well, monster moving at speed +10 heals twice as fast as monster moving speed 0.

      Comment

      • Quendus
        Scout
        • Jun 2007
        • 32

        #18
        Originally posted by JohnCW9
        Great Story. may it be a a winner for you.

        John
        It is a winner for me. http://angband.oook.cz/ladder-show.php?id=13281

        Comment

        Working...
        😀
        😂
        🥰
        😘
        🤢
        😎
        😞
        😡
        👍
        👎