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  • jujuben
    Apprentice
    • Jan 2012
    • 56

    Maybe give it two different mechanisms. For unaware enemies, stealth vs. perception + d10 to swap without getting hit or alerting (high success), alert but not get hit (normal success), alert and get hit (marginal success) or fail the stealth check, alert, and move to the second mechanism.

    For alert enemies, or enemies on which you failed the stealth check, move to opposed evasion +d10 vs evasion +d10. If you succeed, swap but get hit, if you fail, waste the turn.

    This would make it viable for stealth dabblers, but significantly more powerful for specialists. Even heavy armored builds typically have enough evasion by the midgame to make this useful on most enemies, and cats and vamps and their ilk *should* be harder to get away from.
    A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
    --The Seven Habits of Highly Effective Pirates

    Comment

    • Scatha
      Swordsman
      • Jan 2012
      • 414

      Originally posted by jujuben
      Maybe give it two different mechanisms. For unaware enemies, stealth vs. perception + d10 to swap without getting hit or alerting (high success), alert but not get hit (normal success), alert and get hit (marginal success) or fail the stealth check, alert, and move to the second mechanism.

      For alert enemies, or enemies on which you failed the stealth check, move to opposed evasion +d10 vs evasion +d10. If you succeed, swap but get hit, if you fail, waste the turn.
      This is a reasonable simulationist mechanic, but it fails simplicity checks (and feels a bit ad hoc rather than elegant). We don't want to make mechanics unnecessarily complex (and some of the complexity here is unnecessary).

      I think the main advantage of an opposed Evasion roll is that there wouldn't be any need to add bonuses or penalties for switching with an enemy who was unaware, or who you couldn't see, etc., as they'd come naturally as they are already applied to your evasion. It's still more complicated than just not letting you switch with enemies you can't see, so there's a question about whether the gain is worth it.

      Comment

      • HallucinationMushroom
        Knight
        • Apr 2007
        • 785

        What is happening during exchange places, descriptively? As a player, all I know is that we swap places... but what am I suppose to imagine happening? It seems moving to the square behind the target, while leaving the target in place, would make more sense. Like, you slipped or nimbly got by it. What I imagine is more of a strength thing, like a grab and pull and shifting of feet, since not only are you moving to a desired spot, but you are also making a creature move to where you were. My 2 cents... I can't weigh in on math or code, I have -5 grace in those.
        You are on something strange

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          If the monster is aware of you, then you could think of it as like an aikido thing -- you use the monster's own momentum towards you (when it moves to attack, say) to pull it further in while moving yourself back. That wouldn't require much strength.

          Comment

          • Narvius
            Knight
            • Dec 2007
            • 589

            Indeed it wouldn't. But I think specifying how exactly the swap takes place makes no sense, because you can easily aikido your way past a dude trying to punch, or even slash you, but the explanation falls apart when you fight bats for example.
            Last edited by Narvius; June 30, 2012, 19:23.
            If you can convincingly pretend you're crazy, you probably are.

            Comment

            • Scatha
              Swordsman
              • Jan 2012
              • 414

              There is indeed a certain amount of deliberate vagueness there (not the only place in the game) -- it's mechanically rather than descriptively clean.

              Personally I favour the "slipping past" interpretation. This makes some sense if you think of position as approximate, and relative position as more important, but it's better not examined too closely. I'm not sure how half thinks of it.

              Comment

              • HallucinationMushroom
                Knight
                • Apr 2007
                • 785

                Yeah, good point about bats, and other monsters negating it being a dextrous/strength martial arts thing. I like my original idea that maybe a checkers-jump-move should be what exchange places does... sort of maybe a tuck and roll or nimble leap or something that gets you past the monster, without the tricky part of having to worry about how you got that monster to where you started the procedure, of course, requiring an empty space to land in. Sort of like Charge in Heng/Entro/Cheng, but without the attack at the front.
                You are on something strange

                Comment

                • HallucinationMushroom
                  Knight
                  • Apr 2007
                  • 785

                  Oops, I posted before seeing Scatha's post. After reading that and pondering, I can see how swapping places is approximating what is stealthily-slipping-past the best it can in the given game universe. I think I have a disconnect from the intent of the ability since I've never played a stealth character.
                  You are on something strange

                  Comment

                  • WaveMotion
                    Apprentice
                    • Apr 2012
                    • 53

                    If Exchange Places is supposed to simulate stealthily slipping past an enemy, does it make sense for it to work on creatures that are aware of you? Slipping past an enemy that can fully see what you are doing feels too much like a combat maneuver. It would probably be a huge nerf to actually make it work only on unwary creatures, though.

                    Comment

                    • HallucinationMushroom
                      Knight
                      • Apr 2007
                      • 785

                      I'd sure never be able to take it again. The whole level wakes up when my creaky armor clangs down the stairs.
                      You are on something strange

                      Comment

                      • Patashu
                        Knight
                        • Jan 2008
                        • 528

                        I thought of a way to make the throne room less spoily. DCSS style 'how close you came to beating the roll' messages*.

                        You pry the Silmaril with your <weapon>...
                        'The Silmaril didn't even budge...'
                        'The Silmaril barely budged..'
                        'The Silmaril shifts for a moment.'
                        'The Silmaril shifts a lot!'
                        'The Silmaril almost comes out!!'
                        'The Silmaril comes free!!!'

                        (I would rather have the 'combat roll' for silmaril prising outright displayed, but this would be second best)

                        *Should totally be used for every roll in the game, btw

                        If Exchange Places is supposed to simulate stealthily slipping past an enemy, does it make sense for it to work on creatures that are aware of you? Slipping past an enemy that can fully see what you are doing feels too much like a combat maneuver. It would probably be a huge nerf to actually make it work only on unwary creatures, though.
                        Haha, I'd never take exchange places again A huge nerf indeed!

                        IMHO, good (single player) game design isn't to nerf good choices into oblivion, but raise bad choices into the limelight. Obviously if something is broken it's broken, but it's nice to not feel punished for finding awesome combos and mechanics.
                        My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

                        Comment

                        • half
                          Knight
                          • Jan 2009
                          • 910

                          Originally posted by Patashu
                          (I would rather have the 'combat roll' for silmaril prising outright displayed, but this would be second best)

                          *Should totally be used for every roll in the game, btw
                          Well... we already completely display the combat rolls for each silmaril and for every combat roll in the game in the combat rolls window. This is more than most roguelikes I think. One can't display *all* skill checks as this would give away when you walk near a secret door etc. One could display more of them, but I'm not sure how much that is needed. Note that many don't even have messages (e.g. each turn the Song of Elbereth tries to cause fear in all nearby monsters, but you only hear about it when their fear state changes.

                          IMHO, good (single player) game design isn't to nerf good choices into oblivion, but raise bad choices into the limelight. Obviously if something is broken it's broken, but it's nice to not feel punished for finding awesome combos and mechanics.
                          We do try to do this, but there is often little choice. If you have tens (hundreds? thousands?) of things in the game, then pulling all the others up each instead of taking one down is not feasible. We do try to leave things a while before nerfing them though, to make sure it is needed. We are also prepared to leave things as a bit overpowered if they are very fun, or good gameplay. For instance we think Charge is overpowered, but haven't yet thought of an elegant way to tone it down to the right power level.

                          Comment

                          • Patashu
                            Knight
                            • Jan 2008
                            • 528

                            Originally posted by half
                            Well... we already completely display the combat rolls for each silmaril
                            Oh, really? I didn't even think to look there... (And you wouldn't see it if the window was off/you were playing in console mode, right?)
                            My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

                            Comment

                            • Nomad
                              Knight
                              • Sep 2010
                              • 958

                              Re: the chest-opening bug from a few pages back, I've found that when Ctrl+Dir gives a "You strike, but there is nothing there" error, standing on top of the chest and using Ctrl+5 still works fine to disarm it.

                              Comment

                              • T-Mick
                                Adept
                                • Mar 2012
                                • 120

                                Is it possible for you health to be lower than the minimum protection your armor provides, making you effectively invincible?

                                For instance, if I were to drain my Con to an exceedingly low number, then wear a ton of protection, would the armor block out all the damage?

                                Maybe I'm not fully understanding how protection works, but I have to ask.

                                Comment

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