Remove featherfall or make it useful

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  • fyonn
    Adept
    • Jul 2007
    • 217

    #76
    Okay, here's my mindless ramblings.

    First hitpoints. HP is, for me, an indication of how injured someone is. full HP equals full health, <0HP is dead, or so injured that they're as good as. I think it's highly unrealistic for a level 50 human warrior to have nigh on 1000HP, where a level 1 human mage has about 6. If you imagine both being executed, they're led to the block and the executioner takes off the head of the mage in one blow of the axe. For the warrior he has to hack away for 30 minutes with frequent rests in the middle to regain his strength. Or perhaps both lieing asleep in cotton PJ's when a rogue creeps in and slips a dagger between their ribs. the mage will expire with barely squeeze, but the warrior is unlikely to fare much better. he might well get his hands round the rogue's throat, but unless the paramedic's are standing by then it's tombstone time. I guess we could grant the executioner and rogue critical hits but even so, with our current system, that level 50 warrior's got time to read a short novel before dieing.

    I can honestly see a hardened adventurer being made of stern stuff then a novice, but they're both still human. If a level 1 warrior has 10HP, then perhaps at level 50 he should have maybe 40-50? I can see a half troll being a lot more hardy than a hobbit, but lets not get carried away.

    When I think of my guys in the dungeon, mid battle, they're battle scarred and bloody. several cuts, a few deep gashes, maybe a broken rib. they've not got an arm off! their intestines aren't dragging along the ground, we can't see bone sticking out of flesh. but that's what being under 10% HP kind of implies. Also these injuries are not fixed by just pulling out a sleeping bag and taking nap.

    also, imagine that level 50 warrior taking off all his armour and standing in front of an ancient dragon. a single flick of a talon would gut him and leave him bleeding to death on the ground. he wouldn't be able to stand there for 5 minutes.

    truth is, while our hardened and experienced adventurers are very tough, they're not super-human. most of their ability to survive hand to hand fights with terrible enemies comes from their ability not to get hit. This is perhaps due to armour, or being fast, or very dextrous, or due to magic.

    I think I'd be interested in a system where HP only went up very slowly and top HP for a race is only a small multiplier of starting HP. I'd then like to see much more use of AC and dodging attacks. once you get past orc's, then many of the creatures would realistically kill you with only a few landed blows. our guys should only survive because they mostly avoid actually being hit, or only get scratched.

    In the system in my head, "light" injuries (less than 50% maybe) would only heal on their own very slowly so without magical intervention, most people will walk round with some injury. more serious injuries would not heal on their own at all and might well impart their own penalties like slowed response, lower DEX, CON or STR. lower SP/higher fail rates due to lack of focus, quite possibly HP drain over time as bad injuries go longer without medical attention. getting these fixed up should either be a trip back to town (medical facilities? cost involved?) or magical healing of some sort.

    then fights would more heavily involve AC and DEX vs attackers skill. an attack would either be judged to have:

    hit - Here the blow has got though and hit, potential for damage
    missed - Here an attack is dodged, blocked or parried. no damage at all

    if there is a hit, then we'd need to see how the attack interacts with the armour. a stock whip hitting plate mail is likely to have 100% of damage blocked, a sword thrust into a leather jacket could go straight through and do a lot of damage.

    Right, traps! (finally).

    I agree with the general view that traps should not scale with character HP. a nasty trap on level 99 would likely kill a level 1 character dead in an instant, not do the same percentage of damage as it would to a level 50 character. I do support traps getting much more nasty with depth. we assume the people down there are much more experienced with making really evil traps that can do a lot more damage. they're also be much better at making them hard to find.

    However, much like my diatribe on HP above, I think a large part of surviving traps is around not suffering the full brunt of them. a very deep level poison dart trap that hits should be extremely likely to kill, otherwise leave the character very ill. high level/experienced characters should have multiple methods of avoidance. one would expect rogues to know the signs and have a big boost to perception of traps. magic users should be able to find magic based traps, but not physical traps. all characters would have the ability to use perception to find them, but it should be hard. all traps should have a chance of not being found.

    when a trap is tripped however, your high level characters can use their experience to get out. so fast or highly dextrous guys could dodge darts or jump away/catch something before a trap door opens. darts or spikes might well hit armour and not flesh etc.

    deep traps should be potentially deadly, but high level characters should have a good opportunity to avoid these traps or the worst of them. Hence divers would be at serious risk of traps, and that, to me is right.

    Also, there should be the chance of monsters setting off traps. chances are that low level humans monsters will know about the local traps and know not to set them off, but if a herd of mumaks charges through a trap I'd expect that a number of mumaks would have suffered bad effects and that the trap would be non-functional afterwards.

    I'd certainly think that traps could be enhanced to make them more of a risk. perhaps even new and varied types, perhaps including the type that does no damage but changes the dungeon nearby, perhaps closing a corridor off or even dropping impervious rock where the trap is. traps with acid/fire are easily imaginable, so are ones with big spikes or dropping stones etc. these different types of traps could be avoided with certain stats. so weight/size of character might have a bearing on whether one is set off. some could be avoided by speed of DEX checks. a falling roof could be avoided by STR checks for example.

    err.. hmm.. I did go on a bit didn't I. sorry. I won't object to any "tl;dr"'s

    dave

    PS. of course, all this may have/probably has been thought of before. etc.

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      #77
      What you want is not a HP system. In system design, you make decisions on how you want gameplay to go. The important thing is to embrace your decisions rather than mucking things up thinking you are not happy with a decision you made earlier.

      Try to find a copy of Runequest for a different approach that I would guess would be more to your liking.

      Comment

      • fyonn
        Adept
        • Jul 2007
        • 217

        #78
        well, I've been playing angband for 15 or so years, so it's not like I hate the current system. just throwing it in for good measure. something to think about.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #79
          Fyonn: I'll admit I didn't read your entire post. I got to this bit:

          "truth is, while our hardened and experienced adventurers are very tough, they're not super-human."

          and then I stopped. Because in fact, our hardened and experienced adventurers are super-human. They have to be! They're out to kill Morgoth! Anyone who can kill a god is not a normal person any more by any stretch of the imagination, even if they started out that way. By the end of the game our characters are heroes at least on the scale of someone like Heracles; possibly even stronger.

          Your examples of a rogue sneaking a dagger through the character's ribs or an executioner trying to chop off their head would actually end up playing out rather comically if tried against a Greek-style superhero. Heracles had to get hit with some very exotic poison to die, for example. Anything less would have just bounced off. Prometheus was sentenced to have a vulture eat his liver for all eternity! He just kept growing it back over and over again, despite being tied to a rock.

          Bottom line is, fantastic characters can survive fantastic punishments and keep on kicking. "Realism" doesn't extend this far, and it doesn't need to.

          Comment

          • nullfame
            Adept
            • Dec 2007
            • 167

            #80
            (I read it)

            Originally posted by fyonn
            imagine (a) level 50 warrior taking off all his armour and standing in front of an ancient dragon. a single flick of a talon would gut him and leave him bleeding to death on the ground. he wouldn't be able to stand there for 5 minutes.
            Are we also assuming this level 50 warrior hasn't been consuming magical potions (constitution, augmentation, etc)? I can imagine those making him superhuman. But, if he has consumed no potions, isn't wearing any armour (no CON boost, resistances) then he probably has 500 HP. An AMHD would kill him in one shot. Even the strongest warrior (950 HP) can be killed in 2. To kill the AMHD would be an act of luck (isn't it all?) but a level 50 warrior with nothing but what he inherited from his family would for sure die (unless he read the ?recall). The game is very realistic in this regard

            our guys should only survive because they mostly avoid actually being hit, or only get scratched.
            Dodging attacks, IMO, is built in to damage. Yes, we expect a single blow to be devastating to said warrior. But he's not standing there saying "give me your best shot." He's running like hell, avoiding any damage he can, etc. Unfortunately he can't do that forever. In pure melee the average AMHD kills the average human in 5 rounds. The best AMHD do it in 3. This also seems right.

            With magical enhancements, all bets are off. With the right equipment a cl50 human warrior can kill Morgoth.

            Right, traps! (finally).
            Yes, back to the original topic. Oh wait, no

            I do support traps getting much more nasty with depth. we assume the people down there are much more experienced with making really evil traps that can do a lot more damage.
            Totally agree. Who do you think sets a better trap: Wormtongue or Harowen? I bet Feagwath sets a mean trap. I would hate to be caught in Shelob's web.

            a very deep level poison dart trap that hits should be extremely likely to kill, otherwise leave the character very ill.
            If you don't resist poison you should die (long duration). Otherwise it should leave you very ill (take meaningful damage from the dart).

            high level/experienced characters should have multiple methods of avoidance. one would expect rogues to know the signs and have a big boost to perception of traps.
            I don't know how searching scales but it should by level, class, and race. Maybe it already does.

            highly dextrous guys could dodge darts or jump away/catch something before a trap door opens.
            DEX and INT currently reduce your harm from traps (by increasing the likelihood you disarm them to begin with).

            deep traps should be potentially deadly, but high level characters should have a good opportunity to avoid these traps or the worst of them.
            If traps scale, this is automatically true because HP scales by character level (and magic) to compensate.

            Also, there should be the chance of monsters setting off traps.
            This already happens. You just don't notice because the trap was set off before you detected it. Some of the monsters also died before you detected them. Getting rid of skeletons was a bad idea. The rest stumbled away or back to their friends and then healed before you noticed. A lot of them even fell back asleep because you've been taking so long.

            Comment

            • fyonn
              Adept
              • Jul 2007
              • 217

              #81
              Originally posted by nullfame
              (I read it)
              thanks

              Originally posted by nullfame
              Are we also assuming this level 50 warrior hasn't been consuming magical potions (constitution, augmentation, etc)? I can imagine those making him superhuman.
              I guess when I said superhuman, I mean nigh on invulnerable. yes, these guys have magically high stats but their skin is not made of steel, nor their bones of titanium. they have massive endurance and stamina, but even the mightiest have been brought down by relatively weak attacks. the the witch-king of angmar really was super-human but got killed when he was stabbed in the leg by a hobbit (Merry) and then had a sword stuck into his helmet by a nurse-maid (Eowyn). bear in mind that Eowyn was not an experienced fighter, she just got lucky. in the game, Angmar has 6000HP, which is 4-6 times as many HP as any character is ever likely to get.

              Originally posted by nullfame
              But, if he has consumed no potions, isn't wearing any armour (no CON boost, resistances) then he probably has 500 HP. An AMHD would kill him in one shot. Even the strongest warrior (950 HP) can be killed in 2.
              I see you've picked out an AMHD there, which are significantly more powerful than most other base dragons. What about your typical D&D dragon, an ancient red.

              Code:
              It can claw to attack with damage 4d9, claw to attack with damage 4d9, and bite to burn with damage 7d9.
              so excluding it's flambe attack, looking at maximum damage we're talking 36+36+63, so a maximum damage rate of 135 damage in a turn, an average of 67.5. our naked warrior here would probably last 7 rounds here, or worst case, nearly 4 rounds. surely an ancient dragon would bite his torso in half in one go and swallow. end of? he lasts longer because he fends off the claws and teeth with a weapon, a shield and fancy armour.

              Originally posted by nullfame
              Dodging attacks, IMO, is built in to damage. Yes, we expect a single blow to be devastating to said warrior. But he's not standing there saying "give me your best shot." He's running like hell, avoiding any damage he can, etc.
              and I guess that's the thing for me. we're modelling this dodging and avoiding with high HP, where we could perhaps be modelling it in better use of things like AC, DEX, speed or magical defenses?

              Originally posted by nullfame
              With magical enhancements, all bets are off. With the right equipment a cl50 human warrior can kill Morgoth.
              oh yes, I agree that magical kit, especially artifacts should and do make a considerable difference, but to me, they should enhance our ability to defend ourselves.

              Originally posted by nullfame
              Yes, back to the original topic. Oh wait, no
              hey, if a topic doesn't wander then we're not doing it right

              Originally posted by nullfame
              Totally agree. Who do you think sets a better trap: Wormtongue or Harowen? I bet Feagwath sets a mean trap. I would hate to be caught in Shelob's web.
              yes, completely. and feagwath doesn't seem the type to set traps with the though in his head of "well, I'll just injure them a bit".

              Originally posted by nullfame
              If you don't resist poison you should die (long duration). Otherwise it should leave you very ill (take meaningful damage from the dart).
              should we (do we?) have levels of poisoning? like we have levels of cuts?

              Originally posted by nullfame
              DEX and INT currently reduce your harm from traps (by increasing the likelihood you disarm them to begin with).
              somehow, I see it in my head as though disarming high level traps is unlikely for many, but what they may well do is spot them and understand how not to set them off?

              Originally posted by nullfame
              This already happens. You just don't notice because the trap was set off before you detected it. Some of the monsters also died before you detected them. Getting rid of skeletons was a bad idea. The rest stumbled away or back to their friends and then healed before you noticed. A lot of them even fell back asleep because you've been taking so long.
              I didn't think it did? I'm sure I've detected traps and then seen hounds run over them. or detected traps underneath trolls etc. actually definitely in vaults. monsters never set off traps do they?

              dave

              Comment

              • fyonn
                Adept
                • Jul 2007
                • 217

                #82
                Originally posted by Derakon
                Heracles had to get hit with some very exotic poison to die, for example. Anything less would have just bounced off. Prometheus was sentenced to have a vulture eat his liver for all eternity! He just kept growing it back over and over again, despite being tied to a rock.
                not sure I agree with these two examples

                Heracles was the son of Zeus, a greek god. he should be expected to realistically be super-human. and Prometheus was a titan being punished by Zeus with a divine punishment. his liver grew back because Zeus willed it, not because prometheus had awesome regenerative capacities

                none of our angband characters have either divine heritage, nor do they appear to be involved in some petty revenge scenario. of course, Morgoth is virtually a god so he could probably enact some form of divine punishment on those who try to kill him and fail, but the game doesn't model that

                dave

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #83
                  Originally posted by fyonn
                  the the witch-king of angmar really was super-human but got killed when he was stabbed in the leg by a hobbit (Merry) and then had a sword stuck into his helmet by a nurse-maid (Eowyn). bear in mind that Eowyn was not an experienced fighter, she just got lucky.
                  Eowyn was a fighter. A good fighter born into female body in world ruled by men, and based on her words not stranger to combat.

                  Witch-king was not a human. Not anymore. He was basically a incorporeal ghost and as such difficult to kill. Yet given right weapon and right person to wield that weapon he could be killed.

                  Ringwraiths power was based on fear, if you didn't fear them you could beat them. Witch-king was greatest of the ringwraiths, but nowhere close to strengths of Gandalf, Saruman, Elrond, Galadriel, Glorfindel (or any high-elf for that matter) Aragorn and definitely not anywhere close to Balrog of Moria. Even Frodo could resist Witch-king (but not The Ring). Movie made Witch-king way more powerful than what he was in the book.

                  Our heroes go beyond any of these. Our heroes are preparing to kill Morgoth, which is by far stronger being than anything in LoTR. Second to Eru in power. What this game is about is basically impossible task of killing a immortal being that is basically a god. So our heroes need to be gods to do it.

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #84
                    Originally posted by fyonn
                    none of our angband characters have either divine heritage
                    I'm not so sure about that. Dunedain are part-maiar, and maiar are "divine" by nature. Same kind of beings as Valar, but weaker.

                    Comment

                    • nullfame
                      Adept
                      • Dec 2007
                      • 167

                      #85
                      Originally posted by fyonn
                      I didn't think it did? I'm sure I've detected traps and then seen hounds run over them. or detected traps underneath trolls etc. actually definitely in vaults. monsters never set off traps do they?
                      No, I was being silly and suggesting that monsters already having set off traps is already built in to the game. But no, they don't.

                      Comment

                      • andrewdoull
                        Unangband maintainer
                        • Apr 2007
                        • 872

                        #86
                        Originally posted by PowerDiver
                        That is the opposite of scaling. No difference in effect in relation to number of hp.

                        Paralysis is a timer, or counter, or call it what you will. The change to that counter does not currently scale one iota with your hitpoints.
                        Losing 50% of your hit points doesn't scale with your hit points. It is always 50% of your hit points regardless of how many hit points you have.

                        Andrew
                        The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                        In UnAngband, the level dives you.
                        ASCII Dreams: http://roguelikedeveloper.blogspot.com
                        Unangband: http://unangband.blogspot.com

                        Comment

                        • andrewdoull
                          Unangband maintainer
                          • Apr 2007
                          • 872

                          #87
                          Actually - rather than continue trolling, I'll just state for the record that there's far too much fuss about what hit points are in this thread.

                          Feel free to rejustify whatever argument you're making by assuming that every character regardless of level has 100 hit points, but has a 'life factor' which scales down damage that they receive.

                          My position on hit points is that they are an excellent game mechanism, and abstraction, and if you read anything beyond that, you're probably doing too much. This includes resisting the idea of some types of damage scaling with your hit points.

                          Andrew
                          The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                          In UnAngband, the level dives you.
                          ASCII Dreams: http://roguelikedeveloper.blogspot.com
                          Unangband: http://unangband.blogspot.com

                          Comment

                          • zaimoni
                            Knight
                            • Apr 2007
                            • 590

                            #88
                            Originally posted by fyonn
                            ... Prometheus was a titan being punished by Zeus with a divine punishment. his liver grew back because Zeus willed it, not because prometheus had awesome regenerative capacities
                            Ahem...per "Theogony" Prometheus is a generation-one god (like any other titan) while Zeus is generation-two. Prometheus would be expected to "naturally" heals about as well as Aphrodite [another generation-one god(dess)], and Aphrodite's recovery speed from "mortal would have been instantly killed" is pretty well documented in the Iliad.

                            [Taking Heaven and Earth to be generation-zero.]

                            I don't think Tolkein's Maiar and Valar "analogize" well to the usual ancient religions. Also, I'm pretty sure anything above CL2 Warrior in hp is "superhumanly hard to kill" so real-world and Tolkein-world realism arguments are both already out the window.
                            Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
                            Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
                            Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

                            Comment

                            • Storch
                              Scout
                              • Sep 2008
                              • 47

                              #89
                              Originally posted by PowerDiver
                              What you want is not a HP system. In system design, you make decisions on how you want gameplay to go. The important thing is to embrace your decisions rather than mucking things up thinking you are not happy with a decision you made earlier.

                              Try to find a copy of Runequest for a different approach that I would guess would be more to your liking.
                              Thanks for the example. I have been thinking about this many times.

                              The executioner example is properly ridicilous but does not bother me much. I accept that HP is just an abstraction.

                              There are two things that do bother me:
                              - Almost dead characters can attack, cast spells etc. the same as at full health.
                              - Instant healing. Try to imagine Morgoths's frustration - after every manastorm and/or series of good hits with Grond, the @ is almost dead and every time instantly heals to full health. Over the course of the fight @ takes enough damage to kill him/her several times and yet heals again and again and finally kills the poor Morgoth.

                              Are there any examples for different approaches?

                              Comment

                              • PowerDiver
                                Prophet
                                • Mar 2008
                                • 2820

                                #90
                                Originally posted by Storch
                                Are there any examples for different approaches?
                                It comes down to what you want to design for. If you want the @ to fight thousands of battles,many against ridiculously powerful foes, you need to set things up so that there are no instakills and the @ can heal quickly. HP does what it was designed to do. Even semi-realistic systems would leave the @ with only a negligible chance to win.

                                Here is a fundamental question. Are forty 1-point wounds worse than one 10-point wound? In the additive world of HP they are. However, you can set things up so that minor wounds are minor wounds no matter how many you have. Major wounds and worse have immediate nasty consequences. However, this is a fundamentally different approach and you cannot put it on top of a HP system.

                                I only played Runequest a few times, and the truth is that I hardly remember anything except the roar when you throw all of the dice to determine what happens on an attack. I mentioned it because it was sufficiently popular you might have heard of it or be able to find it. Getting really esoteric, I am pretty sure the wounds distinction I mentioned is in "Skyrealms of Jorune" but it would be amazing if you come across that.

                                As to the troll, we already have lifeforce in V. It's called CON. However, like everything else, it is designed to be additive. The deep trap that costs about half your hp is the one that irresistably drops con by 25 points, from 18/100 internal to 3 is at least in the ballpark. As I am opposed to attacks that drop a stat by more that 1 you can easily figure out my position on that. If you want repeated attacks to kill the @, that is easy too, just take out the floor on stats of 3 and embrace negative numbers. Once again, that is going against fundamental design decisions.

                                I wouldn't mind seeing CON change to be multiplicative or something more complicated. I wouldn't mind seeing stats be linearized and allowed to drop below 0. However, those are major design decisions that should be addressed in their own rights. Breaking the system with traps because you do not like the fundamental design decisions is extremely misguided IMO.

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