In real life, a man with a sword - even a highly trained man - would have a very poor chance in combat against a tiger (to use one of Angband's animals as an example). This is in part because tigers are very, very fast (they can run at about 50 mph).
Fortunately for us boredom-prone geeks, Angband Is Not Real Life (TM), and you can just start a new character after the tiger has its fill. But unfortunately, IMO, speed is still a big big deal in Angband. I would like to see this changed.
Basically, I think that requiring a bunch of +speed items in the late game is fundamentally cheesy. I know, I'm not typically in favor of such changes; but personally, I'd rather that speed stopped being a necessity, and was instead something very useful but also very rare.
So I've come up with some ideas for reducing the importance of speed...
1. Parrying.
Example of what happens now:
-> Your speedy warrior happens upon a hulking mithril golem! You attack it and draw back, let it blunder after you, and repeat until it is destroyed.
Example of what I would like to see happen:
-> Your warrior happens upon a mithril golem, and you attack it. You hit it, hoping to pull back and let it follow you... But it knocks aside your blow and parries, smacking you for some nasty amount of HP, and forcing you to retreat.
IOW: in the event that a blow misses or is absorbed by armor, monsters and players get a chance of parrying, and hitting back at their opponent. Having high AC becomes important - it means that, when something faster than you comes along, you can parry its hits and kill it. Likewise, meleeing golems and other high-AC monsters becomes more dangerous.
2. Casting speed.
Let's assume that a spell in Angband requires more than just shouting "Avada kadavra!" or whatever. It requires concentration; it requires the right words to be pronounced with the right intonations; it requires thoughts to be thought in the right order.
IOW it's completely different from movement and attack speed. If a fast but not very bright mage casts a spell, it would take the same number of absolute (game) turns as if they cast it without their +speed stuff.
So there could be casting speed for mages and priests, based on some stat (maybe dexterity for mages and charisma for priests). For monsters, there could be a value for how many game turns it takes them to cast a spell, with the value being lower for some of the more powerful spellcasters.
The same, of course, should apply for players using magic devices. Devices should probably take a shorter time than directly cast spells, but their speed should definitely not depend on movement speed.
3. Projectile damage.
Personally I think extra shots should be removed from the game entirely. One shot takes a certain number of game turns, period.
On the other hand, projectile weapons should do a lot more damage, and have a lot more chance of getting past armor. This is not strictly realistic, but I think it fits: you have one shot before the critter gets in melee range, make it count, that kind of deal.
...
That's all for now. What do you guys think?
(And note that, while I'm putting this in the V forum, I'm aware it would be better material for a variant...)
Fortunately for us boredom-prone geeks, Angband Is Not Real Life (TM), and you can just start a new character after the tiger has its fill. But unfortunately, IMO, speed is still a big big deal in Angband. I would like to see this changed.
Basically, I think that requiring a bunch of +speed items in the late game is fundamentally cheesy. I know, I'm not typically in favor of such changes; but personally, I'd rather that speed stopped being a necessity, and was instead something very useful but also very rare.
So I've come up with some ideas for reducing the importance of speed...
1. Parrying.
Example of what happens now:
-> Your speedy warrior happens upon a hulking mithril golem! You attack it and draw back, let it blunder after you, and repeat until it is destroyed.
Example of what I would like to see happen:
-> Your warrior happens upon a mithril golem, and you attack it. You hit it, hoping to pull back and let it follow you... But it knocks aside your blow and parries, smacking you for some nasty amount of HP, and forcing you to retreat.
IOW: in the event that a blow misses or is absorbed by armor, monsters and players get a chance of parrying, and hitting back at their opponent. Having high AC becomes important - it means that, when something faster than you comes along, you can parry its hits and kill it. Likewise, meleeing golems and other high-AC monsters becomes more dangerous.
2. Casting speed.
Let's assume that a spell in Angband requires more than just shouting "Avada kadavra!" or whatever. It requires concentration; it requires the right words to be pronounced with the right intonations; it requires thoughts to be thought in the right order.
IOW it's completely different from movement and attack speed. If a fast but not very bright mage casts a spell, it would take the same number of absolute (game) turns as if they cast it without their +speed stuff.
So there could be casting speed for mages and priests, based on some stat (maybe dexterity for mages and charisma for priests). For monsters, there could be a value for how many game turns it takes them to cast a spell, with the value being lower for some of the more powerful spellcasters.
The same, of course, should apply for players using magic devices. Devices should probably take a shorter time than directly cast spells, but their speed should definitely not depend on movement speed.
3. Projectile damage.
Personally I think extra shots should be removed from the game entirely. One shot takes a certain number of game turns, period.
On the other hand, projectile weapons should do a lot more damage, and have a lot more chance of getting past armor. This is not strictly realistic, but I think it fits: you have one shot before the critter gets in melee range, make it count, that kind of deal.
...
That's all for now. What do you guys think?
(And note that, while I'm putting this in the V forum, I'm aware it would be better material for a variant...)
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