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#1 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Paralysis and free action
I thought I'd already created this thread, but on searching all I could find was this thread by Buzzkill which has an interesting potential solution to the problem I'm about to outline.
Free Action is vital to survival. You have to have it, preferably by 1100' or so. There's too many monsters who can hit to paralyze for lacking it to be viable, not to mention all the monsters that can cast paralysis spells. So unlike the other old "have this resistance by this depth" beliefs, this one is actually still valid. The relatively recent change to paralysis to make it non-cumulative (so you always get a turn between bouts of being paralyzed) has no effect on gameplay past the Floating Eye stage, in my experience -- monsters can do more than enough damage to the player to kill him/her before paralysis wears off anyway, so who cares if it stacks? This is a problem. Ideally every monster ability in the game should create a choice: do I optimize my gear to protect me from that ability, or do I do without and suffer the consequences? But there's no choice here -- you have FA on your gear, or you risk instant death. That's only interesting in that it forces you to contort your gear choices to include FA somewhere. I grant that this is a non-negligible impact, but I'd like the actual effects of FA to be more tactically interesting. We can weaken gear across the board in recompense. ![]() There's a secondary problem in that FA is not necessarily available when you first need it. I can't count how many characters I've had reach 1200' or so without having found a source of it naturally. And thanks to no-selling, I'm spending little enough time in the town that I can't rely on getting rings of FA from the Black Market either. So I end up in this forced-grinding situation: I can't feasibly avoid all paralyzing monsters, and letting one hit me (or successfully cast a spell; almost all young characters have lousy saving throws) is instant death, so I have to just hang around at a safe depth until I find a source of FA. Which is boring. Buzzkill's suggested solution is to halve your energy regeneration rate each time you get hit by paralysis -- thus, your first hit would send you from 10 to 5 (half speed), your second to 2 (one-fifth normal speed), your third to 1 -- at this point, you're moving at 1/10th normal speed, which is comparable to existing paralysis durations. But you have those first two hits to possibly escape. This is still harsh enough that you can't afford to hang around when paralyzers are about, but it might not be instant death so long as you aren't hit by multiple paralysis sources in the same round. As far as melee paralysis is concerned, I think simply setting you to one-half speed would be entirely enough -- at that level you'd want to avoid "paralyzers" as much as possible as fighting them wouldn't really be feasible. However, you might possibly consider it in limited situations, so there'd be more tactical decisions than there are currently. Is the instadeath really even necessary here? That said, I could see harsher measures for paralyzing spells, since the tactical decisions are different for melee vs. ranged. Thoughts? |
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#2 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Well, for the most straightforward solution, how about adding Potions of Resist Paralysis that function like Heroism/Mushrooms of Clear Mind? Make them available from the alchemist, and as long as you've learned which monsters are paralysers, you can chug them for temporary resistance before you go into melee.
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#3 | |
Adept
Join Date: Jun 2009
Posts: 177
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Quote:
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This thread, it needs more rage. -- Napstopher Walken |
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#4 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
Simply dropping to half speed, and stopping there is a far cry from paralysis. For normal speed characters, the ones most likely not to have found their initial source of free action, it's exactly the same as being slowed.
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#5 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
it must be possible if you can detect and escape. A.
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Ironband - http://angband.oook.cz/ironband/ |
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#6 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
(In my current game, I broke that rule and took out 4 carrion crawlers without FA... I also almost died to a paralysis spell by a master vampire.) |
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#7 |
Adept
Join Date: Jun 2011
Location: In his house at R'lyeh
Posts: 113
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Don't forget that there are also traps and (mushrooms?) with paralysis.
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#8 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Priests do very well in this, thanks to high saving throw. OTOH, you need to be aware of lack of FA, so that you don't melee something like Dracolisk without it, those things kill fast, so even just few turns paralyzed can kill you. For my experience things like trappers that can surprise you are real killers without FA, others can be avoided. When you have 100% saving throw FA doesn't matter any more. |
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#9 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
![]() I guess the question is, do we want paralysis to be instant death? Because that's what we have right now. Potions of FA would mitigate the problem of being unable to find equipment with FA on it, I'll grant. |
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#10 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
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