Changing Leaping

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  • absolutego
    Scout
    • Aug 2013
    • 41

    #31
    well if you want to do something along those lines it would be much simpler (and trigger *much* more often) to just have them jump into chasms.

    i think they're fine as is though.

    Comment

    • taptap
      Knight
      • Jan 2013
      • 710

      #32
      Originally posted by absolutego
      just have them jump into chasms.
      they are already doing that - if you help a little.

      Comment

      • wobbly
        Prophet
        • May 2012
        • 2631

        #33
        Originally posted by debo
        We could also have Tevildo leap into your lap and start purring while you're resting.
        Sounds purrfect to me. Sorry was trying to resist.

        About the chasm treasure rooms. While I don't mind the idea I don't like the look of them. Very inorganic looking. Clearly laid out around the mechanism.

        Comment

        • TJS
          Swordsman
          • May 2008
          • 473

          #34
          Originally posted by damn
          I'd like every one can leap with an ability check dexterity based (with malus weight-related, like stealth). Dodge give you a +X bonus to this ability check.
          About chasms, I like them a lot, but sometime i'd like to have the possibility to "try" an hazardous leap :P
          Probably too late for this discussion, but came to basically say this idea (before I saw it was already mentioned) which is the simplest and most elegant solution to me.

          Each leap becomes a risk/reward decision rather than a simple binary can/can't ability which if you haven't got pretty much removes chasms from gameplay.

          Tacking it onto an unrelated ability seems clunky too.

          Comment

          • skadefryd
            Rookie
            • Nov 2012
            • 12

            #35
            Dodge could give you a +X bonus, as could having a running start or being fast (so Sprinting would help, in an indirect way), with some kind of penalty for heavy equipment or a very long chasm.

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            • wobbly
              Prophet
              • May 2012
              • 2631

              #36
              More generally on chasm then on leaping I noticed on my last game that at over 20 will + channeling a staff of freedom will close off double thick chasms.

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              • half
                Knight
                • Jan 2009
                • 910

                #37
                Originally posted by wobbly
                More generally on chasm then on leaping I noticed on my last game that at over 20 will + channeling a staff of freedom will close off double thick chasms.
                If you are good enough with staffs (or song), it can be quite fun to find a large chasm and watch it slowly close up from the edges.

                Comment

                • lesslucid
                  Rookie
                  • Feb 2015
                  • 1

                  #38
                  Two thoughts:

                  1) Make leaping available to all characters contingent on the weight of their carried (or worn) inventory, and have the skill dramatically increase this number. Makes sense intuitively although there might be some fiddly exploits.

                  2) Add something else to leaping to make it more attractive. A chance to "leap aside" when triggering traps? A "backward leap" to counter the "opportunist" ability in some enemies? A "leap attack" could work like the rapier attack in Brogue, without the damage bonus. Whatever it is, it probably oughtn't to be big enough to overshadow the main purpose of leaping wrt chasms, but enough to make a difference in some situations.

                  Comment

                  • Serephina
                    Rookie
                    • Dec 2014
                    • 23

                    #39
                    Originally posted by lesslucid
                    1) Make leaping available to all characters contingent on the weight of their carried (or worn) inventory, and have the skill dramatically increase this number. Makes sense intuitively although there might be some fiddly exploits.
                    I like this idea a lot; it fits in with the Sil design ethos, and has precedent with throwing mastery and stealth and the like.

                    Incidentally, offtopic: It'd be nice of Throwing Mastery 'lead into' something, as in was a prereq for momentum or something. I love the skill but it's a shocking waste of xp since you still have to go back and buy your way up the Melee Skills tech tree a different way.

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