Rethinking Free Action
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About the hummerhorns... They show up before staffs of teleportation or a decent chance of rConf. I carry some CCW and speed potions, which is the only way to escape. I could carry around a wand of stinking cloud, but if they hit you first, good luck getting that to work with a confused warrior. And, if you say carry a WoSC and some CCW for the hummerhorn, and then several other "counter" items for other monsters, you're going to have a few slots left. Free action just seems like a way that should give you some bonus to rConf, but not in totality.
I also think finding FA is rather easy, not sure why people think it is that difficult. Typically you can find gloves or boots in the dungeon or black market before it is an issue...Comment
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I think people just don't like the binary dead-if-you-don't, forget-it-if-you-do nature of having FA. I think of paralysis like an easy-mode insta-kill breath weapon. Kills in one hit, but its melee only, and the resist isn't too hard to find.Comment
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When does paralysis recovery occur? Right before you get your turn? If so, that would guarantee that you'd get a turn when the counter runs out. That seems like a reasonable first pass at improving the paralyzation mechanics. My remaining question would be, how do we currently determine how long you get paralyzed for? I think this is one situation in which lots of randomness (e.g. a modified d12 roll or something) is a bad idea, since it makes it difficult to gauge how dangerous getting paralyzed is in a given situation.Comment
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The only times I've died to paralysis were dl1 to a floating eye and dl5 to a trap and a raven. Of course, I'm a complete chicken when it comes to fighting...Comment
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About the hummerhorns... They show up before staffs of teleportation or a decent chance of rConf. I carry some CCW and speed potions, which is the only way to escape. I could carry around a wand of stinking cloud, but if they hit you first, good luck getting that to work with a confused warrior. And, if you say carry a WoSC and some CCW for the hummerhorn, and then several other "counter" items for other monsters, you're going to have a few slots left.
Possibly another advantage of playing stealthy chars. (I probably have actually detected them, but never woken one up.)"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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That felt unfair. I had something like:
Glaive of Pain
Amrod
Ring of speed (+20 or somesuch)
Ring of Acid
Amulet of ESP
Caspanion
Aman cloak
Elvenkind shield
Gondor
Gauntlets of power
Boots of Speed
And my original weapon was the one that gave me FA.
Or something. It *hurt* to die for lack of FA at that situation.Comment
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Trying to heal each time you get confused is a mistake. Same with Umber Hulks. You can usually fight your way out of the situation where you get confused by it.Comment
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Seriously? I typically have found them every game until I get too deep to see them anymore... Hmmm, maybe I'm "lucky"...Comment
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For what it's worth, maybe rethinking paralysis would be the way to go about this. Upon my most recent near death experience, a though occurred to me. What if gaze paralysis was less effective at long distance (easier to resist, shorter duration), and more powerful at close range.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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For what it's worth, maybe rethinking paralysis would be the way to go about this. Upon my most recent near death experience, a though occurred to me. What if gaze paralysis was less effective at long distance (easier to resist, shorter duration), and more powerful at close range.
Or maybe I am very confused! Suddenly I am not sure of what I wrote.Comment
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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You get a save for melee paralysis attacks. Having 100% save means you don't need Free Action.Comment
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Going without paralysis at dl 24 is no more dangerous than going without Rpois at dl 44. Both will kill you in a single turn if you fail to detect, or just mess around too long on a level.
A fast diver loses a character to paralysis only a tiny fraction of games, but has free action by level 30 in a similarly small fraction of games.
I do agree with Eddie on one point: monsters with paralysis attacks should be obvious prior to melée, even the first time you see one. (maybe bold face for monsters that can instakill you, given your current resistances?)Comment
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