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.
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.
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.
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.
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.
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.
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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