In my experience, the biggest inconvenience with caverns is that light spells only cover a small radius around the player--a considerable nerfing compared to the full-room-coverage of most open spaces in a normal level. Magical detection is important, but it's no substitute for being able to light things up and actually see all monsters that are within LOS (and thus able to cast spells on you).
Some possible improvements:
1. Allow caverns to be lit all at once. Arguably overpowers the light spell, but this should solve the problem of players skipping caverns without attempting to explore.
2. Define each segment of a cavern as a "room" for purposes of the light spell.
3. Change the light spell to illuminate all tiles within LOS rather than depending on the layout of rooms. I think this would actually be a good thing as a global change, but making this behavior happen only in cavern levels is also an option.
4. Eliminate cavern levels entirely.
Needless to say, references to light spell apply equally to the clerical spell, the arcane spell, and objects like the Phial and the staff of light. This isn't the sort of situation where we want to give an advantage to certain classes.
Some possible improvements:
1. Allow caverns to be lit all at once. Arguably overpowers the light spell, but this should solve the problem of players skipping caverns without attempting to explore.
2. Define each segment of a cavern as a "room" for purposes of the light spell.
3. Change the light spell to illuminate all tiles within LOS rather than depending on the layout of rooms. I think this would actually be a good thing as a global change, but making this behavior happen only in cavern levels is also an option.
4. Eliminate cavern levels entirely.
Needless to say, references to light spell apply equally to the clerical spell, the arcane spell, and objects like the Phial and the staff of light. This isn't the sort of situation where we want to give an advantage to certain classes.
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