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rFear and rBlind -- high resists or random powers?

 
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Eddie Grove

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Since: Oct 17, 2007
Posts: 80



(Msg. 1) Posted: Fri Feb 01, 2008 3:03 pm
Post subject: rFear and rBlind -- high resists or random powers?
Archived from groups: rec>games>roguelike>angband (more info?)

Currently, Fear and Blind are not damage attacks. Perhaps they should not
be considered high resists. In particular, it is easy to buy potions granting
temporary immunity to fear. It seems to me that rFear is very similar to SI.

Should we move rFear and rBlind into the random powers category granted by
items like blessed weapons? Would that make it harder or easier to cover
rBlind? I'm not sure how it would change game balance, since I find blindness
too tedious and so I primarily play dwarves.


For historical reasons, this has not been feasible with the code as it is
currently written. However, I'm unifying the object flags into a single
construct rather than the 3-group construct currently in use, so it will be
trivial to do if I ever get my patch finished.


Perhaps we should also remove FeatherFall and SlowDigestion from the category
of random powers since they are so useless. That shouldn't matter one way or
the other to the implementation I have planned.


Eddie

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Josh Hayes

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Since: Nov 08, 2005
Posts: 32



(Msg. 2) Posted: Sun Feb 03, 2008 10:00 pm
Post subject: Re: rFear and rBlind -- high resists or random powers? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

hzergel901 RemoveThis @gmail.com wrote in
news:1adc56b7-76c4-433c-be8e-18b23217d238@s13g2000prd.googlegroups.com:

> On Feb 1, 6:26 pm, Nick <nckmccn... RemoveThis @yahoo.com.au> wrote:
>> On 2008-02-01 23:03:01, Eddie Grove <eddiegr... RemoveThis @hotmail.com> wrote:
>>
>> > Currently, Fear and Blind are not damage attacks. Perhaps they
>> > should not be considered high resists. In particular, it is easy
>> > to buy potions granting temporary immunity to fear. It seems to me
>> > that rFear is very similar to SI.
>
> My own preference is for shifting rblind to being an ability, but
> maybe actually adding fear damage to the game. Imagine being breathed
> on by a Great Wyrm of Terror for 400-odd damage and inability to hit
> it back in melee!

I should point out that some races have intrinsic rblind (dwarves; one
reason I LOVE playing dwarves!) and warriors in general attain rfear at
clevel 30 (at least in some variants; I believe this is universal, but
of course, could well be wrong). Dunno how that affects your reasoning.

> ...make FF more useful in some other way --
> perhaps providing some protection from gravity and inertia attacks
> (e.g. from the slowing -- right now the slowing is unresistable;
> perhaps having both FA *and* FF should grant protection, or at least a
> saving throw; perhaps also from the stunning from gravity, as it no
> longer slams you about quite so hard when you have FF, though rsound
> also protects there).

I LOVE this idea. Gravity attacks are ferocious and there's not even
partial resistance: I don't like the idea of attacks that can't be at
least partially resisted (well...mana storms are like that, and I think
disintegration is as well, but a FEW are okay).

Just a personal preference, of course.

-JAH

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R. Dan Henry

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Since: Mar 25, 2005
Posts: 615



(Msg. 3) Posted: Mon Feb 04, 2008 5:52 am
Post subject: Re: rFear and rBlind -- high resists or random powers? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sat, 2 Feb 2008 02:36:35 -0800 (PST), hzergel901 RemoveThis @gmail.com wrote:

>That has logic issues -- why should FF protect against anything not
>involving falling?

Traps are activated by pressure when you step on the activation plate.
Since Feather Fall lightens you when you are falling - including parts
of you like your falling foot at the end of a step - it lightens your
tread and decreases the chance of the trap activating.

--
R. Dan Henry
danhenry RemoveThis @inreach.com
Holy Avenger should be a Paladin title,
not an ego item.
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scuzwalla

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Since: Feb 02, 2008
Posts: 2



(Msg. 4) Posted: Mon Feb 04, 2008 2:04 pm
Post subject: Re: rFear and rBlind -- high resists or random powers? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 4, 8:52 am, R. Dan Henry <danhe... DeleteThis @inreach.com> wrote:
> On Sat, 2 Feb 2008 02:36:35 -0800 (PST), hzergel... DeleteThis @gmail.com wrote:
> >That has logic issues -- why should FF protect against anything not
> >involving falling?
>
> Traps are activated by pressure when you step on the activation plate.

Traps could be triggered by all kinds of things, from magic to
pressure plates to tripwires or an object you might kick or otherwise
bump into ...
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will_asher

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Since: Nov 16, 2007
Posts: 23



(Msg. 5) Posted: Mon Feb 04, 2008 6:56 pm
Post subject: Re: rFear and rBlind -- high resists or random powers? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-02-04 14:52:29, R. Dan Henry <danhenry RemoveThis @inreach.com> wrote:

> On Sat, 2 Feb 2008 02:36:35 -0800 (PST), hzergel901 RemoveThis @gmail.com wrote:
>
> >That has logic issues -- why should FF protect against anything not
> >involving falling?
>
> Traps are activated by pressure when you step on the activation plate.
> Since Feather Fall lightens you when you are falling - including parts
> of you like your falling foot at the end of a step - it lightens your
> tread and decreases the chance of the trap activating.

I like the gravity/inertia thing better, but then you'd have to make ff less
common.


--
Will_Asher

Don't like fighting a monster known only as an "icky thing"? -Play DaJAngband
http://www.geocities.com/will_asher/MonsterDictionary/DaJAngband.htm
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Andrew Kenning

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Since: Oct 31, 2005
Posts: 7



(Msg. 6) Posted: Wed Feb 13, 2008 10:38 pm
Post subject: Re: rFear and rBlind -- high resists or random powers? [Login to view extended thread Info.]
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"will_asher" <will_asher.TakeThisOut@yahoo.com> wrote in message
news:fo7n41$eve$1@news.vol.cz...
> On 2008-02-04 14:52:29, R. Dan Henry <danhenry.TakeThisOut@inreach.com> wrote:
>
>> On Sat, 2 Feb 2008 02:36:35 -0800 (PST), hzergel901.TakeThisOut@gmail.com wrote:
>>
>> >That has logic issues -- why should FF protect against anything not
>> >involving falling?
>>
>> Traps are activated by pressure when you step on the activation plate.
>> Since Feather Fall lightens you when you are falling - including parts
>> of you like your falling foot at the end of a step - it lightens your
>> tread and decreases the chance of the trap activating.
>
> I like the gravity/inertia thing better, but then you'd have to make ff
> less
> common.
>
>
I don't see why you have to make it less common. Why not just alter it's
native depth to count more for the gravity hounds and other monsters that
cause similar effect attacks. After all you don't *have* to have FF till
lower down in the dungeon, it's more of a nice thing to have.

Andy

> --
> Will_Asher
>
> Don't like fighting a monster known only as an "icky thing"? -Play
> DaJAngband
> http://www.geocities.com/will_asher/MonsterDictionary/DaJAngband.htm
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