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#1 |
Apprentice
Join Date: Sep 2008
Posts: 59
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Playing by the same rules when spellcasting
I've noticed that the creatures don't seem to play by the same rules. They don't seem to have a mana store.
Take an example of a creature that has an acid bolt and fire bolt spell and it is not smart. If the player is immune to acid but not fire and the RNG choose to cast 4 acid bolts in a row, perhaps there isn't enough mana left to cast the fire bolt spell. What are your opinions about applying a mana stat to the creatures? Brian |
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#2 |
Administrator
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Many variants added mana points to monsters, and it enables some new interesting strategies when dealing with spellcasting uniques, ie. gambling on their mana supply being depleted.
I certainly welcome this feature. (I play NPP which has it.)
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#3 |
Prophet
Join Date: Mar 2008
Posts: 2,755
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While I agree about the mana, I am just as annoyed that they don't have to walk around using a light source and carrying a spellbook.
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#4 | |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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Quote:
Andrew PS: Bring on the inventory-using monsters.
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#5 |
Prophet
Join Date: Mar 2008
Posts: 2,755
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So all of those nov mages are carrying wands of magic missile rather than casting spells at me? I never thought of that! I'd really like to have whatever lets them blink in the dark.
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#6 |
Swordsman
Join Date: Apr 2007
Posts: 441
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It's an interesting thought. If all humanoid monsters carried appropriate gear (books, sticks, swords, lamps, etc) the junk problem would get really bad. It would work for a no-town variant, though, because it would guarantee an endless supply of torches, lamps, and food.
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#7 | |
Prophet
Join Date: Mar 2008
Posts: 2,755
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Quote:
The problem in this case, as in so many cases, is the game design forcing the player to use pseudo and/or identify. |
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#8 | |
Swordsman
Join Date: May 2007
Posts: 289
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Quote:
The drawback with this would be that cursed weapons & armor would serve no purpose, since the are automatically spotted, and that it's too much work trying to sell it to the conservatives. |
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#9 |
Swordsman
Join Date: Apr 2007
Location: Calgary
Age: 35
Posts: 327
Donated: $18.32
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One solution to this is to make cursed stuff more interesting, so that the player might actually consider using it. Unangband pseudo-id's when objects drop and it works well. The new dev version of vanilla made it so that cursed items aren't always bad - eg. you can find a {cursed} ring of free action - you can't remove it until you find the appropriate spell, but it would still be useful for a while.
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#10 | |
Adept
Join Date: Jul 2007
Posts: 155
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Quote:
It's an interesting idea, but I don't think it necessarily makes the game more 'fair'. - Frank |
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