Miyazaki: I say, if the player's willing to spend a turn to ID something even though there are monsters in LOS, then let him. We allow players to chow down on rations and learn spells while in the middle of combat; why not ID things too?
Nullfame: the goal, or at least the intent of the suggestion, is to take a current game mechanic that I don't find particularly interesting and make it into one that is. Undead monsters that drain your "energy" in various ways are a staple trope of fantasy, so I don't think hold life should be done away with entirely, but I find the current system underwhelming. Let's take a look at the risk/reward on fighting drainers right now:
Risk: you only get 10% of the normal amount of experience for awhile after fighting the enemy.
Reward: you get some experience (mostly canceled out by being drained) and maybe some items.
This doesn't strike me as very interesting, and is why I teleport away the vast majority of high undead as it stands (exception: wraiths and ghosts, which are fragile). I think it's possible to change things so that drainers are more dangerous in the short term, in exchange for removing the long-term consequences of fighting them. That would make fighting undead more tempting from an experience perspective. Whether or not they're worth enough experience to fight given their threat levels is a different matter, of course.
Nullfame: the goal, or at least the intent of the suggestion, is to take a current game mechanic that I don't find particularly interesting and make it into one that is. Undead monsters that drain your "energy" in various ways are a staple trope of fantasy, so I don't think hold life should be done away with entirely, but I find the current system underwhelming. Let's take a look at the risk/reward on fighting drainers right now:
Risk: you only get 10% of the normal amount of experience for awhile after fighting the enemy.
Reward: you get some experience (mostly canceled out by being drained) and maybe some items.
This doesn't strike me as very interesting, and is why I teleport away the vast majority of high undead as it stands (exception: wraiths and ghosts, which are fragile). I think it's possible to change things so that drainers are more dangerous in the short term, in exchange for removing the long-term consequences of fighting them. That would make fighting undead more tempting from an experience perspective. Whether or not they're worth enough experience to fight given their threat levels is a different matter, of course.
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