Forum changes: Editing of posts has been turned off until further notice.
Started by Zak Arntson, November 13, 2001, 02:16:00 PM
QuoteWhy can't you play solo?
QuoteOne thing. Healing is too easy to obtain. You shouldn't be able to designeat the nature of treasure so easily. It means that you're always finding healing just in the nick of time.
QuoteWhat happens on a tie of the high die in an annoying conflict?
QuoteBTW, I'm doing poison as a roll of Painful level vs. Character level every room you enter until I find a Cure poison potion (2 treasure points; cheap to stop, but potentially dangerous).
QuoteOn 2001-11-14 15:14, Zak Arntson wrote:Wow! You've been playing solo? Looks like Fungeon works better than I thought ... hooray for simplicity!
QuoteHrmm ... say you are a Level 3 PC. You have 15 Hits. You get to place a Level 3 Monster, a Level 3 Trap and a Level 3 Treasure (playing solo). So does a Level 3 Monster not hurt you enough? Hmm ... I wonder if you should get points = (Your Level * 2)? Two Level 3 Monsters should be a little tougher. Or one Level 6 ...
QuoteYou compare the next highest dice. And on down. Tie means neither party succeeds, so the Trap wasn't sprung, and you didn't get hurt.
QuoteHmm .. That sounds like a good idea. I'll have to think about how to balance out the cost of poisoning somebody ... How did you spend your points for a Poison Trap?
QuoteThanks for playtesting this thing!!
QuoteWhat do you say, do ratcatchers get their bonus dice against bear hugs?
QuoteI've noted that all combat rounds have two phases. The roll annoying stuff phase, and the attack phase. Or am I doing something wrong? If a monstie has a special attack and he fails,then I'm assuming that he is "paralyzed" for the round? Otherwise why wouldn't all creatures have such abilities and use them? Essentially ones with them would be more powerful than those without.
QuoteWhat effect does the dungeon floor have? I kept expecting to see that it was the number of points that you get to spend on each category in each room. Did I miss it? What's the importance of the Party Total?
QuoteWhy are permenant magic items so cheap?These permenant bonus items are really powerful in that you get extra dice for stuff without raising your level. Now, if points for rooms were based on floor, then it wouldn't matter, would it?
QuoteAnyhow, the point is that you can define a monster or trap or whatever by what can affect it and what cannot.
QuoteSee the "points" part of each category. You get (Party Max + Dungeon Floor) for Traps, (Party Total + Dungeon Floor) for Monsters, and (Party Min + Dungeon Floor) for Treasure.
QuoteYou've got a good point about the 1 bonus magic item die is MUCH cheaper than going up a level. -()-Snip Ratagator example-()-(ratcatchers definitely get bonuses for ratigators, no?)I am concerned about Treasure, though. How's this:TreasurePoints: Party Min + Dungeon Floor You must first decide on what form the Treasure takes:* 1 point = 1 point of Treasure (gold, statuettes, etc) * 1 point = 1 mundane item (wooden club, metal sword, etc) * 2 points = 1 fancy item (mithril armor, silver dagger, etc) Then you must spend points to make it magical:* 1 point = Heal 1 Hit (one-use) * 1 point = 1 Die Bonus (one-use) * 1 point = Prevent 1 Level of continuous Painful Conflict * 2 points = 1 Die Bonus (unlimited use, must apply to one situation: combat, fire, poison, etc)There is no such thing as continuous Healing. So a +3 Sword would be 6 points (mundane item, 3 Die Bonuses). And the other party members would certainly complain when you spend 6 points for you, leaving 2 points for the rest.
QuoteI'm worried that the Special Ability costs are skewed ... they're easier to avoid than a regular attack. Here's new costs:MonstersPoints: Party Total + Dungeon Floor Costs: * 1 point = 1 Level * 1 point = 1 Die Bonus vs. Type of Attack (melee, steel, wood, fist, etc.)* 1 point = increase Special Ability Painful Conflict by 2 Levels* Double cost of Special Ability if the Painful Conflict is continuous (see Traps) * Monster Hits = Monster Level * 3
Quote... I'd give Fighters combat bonuses always, and Ratcatchers bonuses combat against vermin, avoiding posion & disease, and working in confined spaces.