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#21 | |
Rookie
Join Date: Feb 2018
Posts: 7
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Quote:
Listen -- uses super-sensitive burglar hearing to detect awake monsters (assuming even if they aren't moving around, they're making some kind of noise that could be identified). Maybe the hearing can only identify orcs at a certain distance but not what kind of orcs, etc. (Higher level versions called Listen Good and Listen Real Good) Tiptoe -- Temporary boost to stealth. Maybe there's a Tiptoe the Best at higher levels which gives you temporary perfect stealth. Puff of Smoke -- Makes a big cloud of smoke that prevents monsters within its radius from seeing you while you make your escape. Higher levels have Bigger Puff of Smoke, and Biggest Puff of Smoke Greedy Feelings -- tap into your inner desire for wealth to intuitively sense when you're getting warmer or colder w/r/t where items and treasure are. (You could do a vaguer, closer-ranged Treasure Detection, or make it more realistic and figure out the nearest path the player can take toward each treasure / item (probably within some kind of reasonable limit), then weight each path length by how awesome the treasure / item is, shorter / more awesome path lengths add more to the greed score. Could be a timed effect, with a temperature gauge on screen. Greedier Feelings gives you a longer lasting effect. Clairvoyant Greed gives you morsels of information about specific items ("You feel dragon scale mail in the air around you..." "Something reminds you of extra speed...") Stair-Listen -- uses burglar hearing to listen for footsteps on staircases (little known fact -- monsters run up and down the mazes of staircases making a racket which burglars can hear if they're close to stairs) (replacement for Stair Detection) -- Related: Rangers could have uncast spells, abilities that trigger reflexively. So while Rogues have to stop to listen, Rangers have an ongoing listening that kicks in more often and better as they develop their senses. Rangers have a keen sense of smell, which eventually allows them to detect monsters within a "line of smell" of them automatically all the time with high sensitivity. If there's a roomful of magic mushroom patches, you can smell mushrooms from the end of the corridor leading to that room. No thanks, you decide, and walk away. (Some monsters have pungent smells, while some make distinctive sounds, so the two senses complement each other.) I guess if you wanted to make it realistic / complicated, monsters would leave smell trails. Different races could be better at some things (maybe hobbits and elves would be good with hearing, while kobolds and half-orcs would be good with smell). Under stress or otherwise distracted (HP below a certain amount, lots of monsters triggering disturb_near, for instance), these senses are less likely to kick in. Lots of monsters in an area muddles sound and smell. |
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#22 |
Knight
Join Date: Dec 2008
Posts: 625
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It just seems like the discussion on the last page was dividing up abilities into sub-skills to differentiate the classes.
Increase Stealth? ---> Defensive Stealth (Ranger, Thief) vs Offensive Stealth (Assassin) Increase Archery -----> Bow? Sling? XBow? Minor Magic? -----> Nature? Healing? It just struck me as being more like a skill tree than before, is all. Some thoughts on making ranged attack classes more interesting Archer- Allow Move and Fire in same turn. Ranger- some sort of defensive bonus- like greater stealth while firing, or ability to give monsters another target, or something like that. Any thoughts on changing gear restrictions? I've always thought priests (healing magic) should have a penalty to bows/xbows if they have a penalty to edged weapons. High-stealth characters (rangers, thieves) should have some of their stealth bonus dependent on non-clanky armors and shoes. |
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#23 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,068
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Just a crazy idea I'll drop here since we're brainstorming:
Let a character start the game as something vague like "rogue" (meaning somebody who wanders from town to town, surviving and living off the land and from petty crimes to feed themselves, generally sneaky but too amazing), and when they get to some level (like 20 or 30) the player can choose a specialty like Assassin (major stealth attacks, dirty tricks, shadow magic aimed at harming or disabling others, better at combat while not as focused on escape) or Thief (also major stealth, magic based on illusion, haste, or other things that can help them escape or disable/confuse others, but average fighting skill). Could be something similar for melee fighters or for the archer/ranger dichotomy you mentioned in the first post. Or between Priest and Paladin (big heals and Orb vs. combat-specific buffs) could start as a "cleric" which is a pretty generic holy-oriented person.
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#24 | |
Prophet
Join Date: Apr 2008
Posts: 2,828
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Quote:
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#25 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,597
Donated: $60
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For now, I think I'll go with Paladins and Rogues as I originally described; Rangers whose archery is toned down a bit and who get nature magic and some trickery, and Gwarl's evil warrior type (still need a good name for those). Probably a half-caster in each realm, as it turns out.
I'm not closing the book on this, though, and am interested in hearing any proposals for additions or changes.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#26 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,997
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Corsair (of Umbar)
Dunlending Haradrim (Men of) Carn Dûm Ruffian
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#27 |
Adept
Join Date: Apr 2016
Age: 50
Posts: 137
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Corsair seems pretty thematic, the other Tolkien derived ones being more races than classes IMO
I quite like ruffian too, or thug. Bandit would match the existing monster list quite well
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#28 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,597
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Thug was going to be one of the intermediate titles, and I like ruffian for that too. My current idea is that the big feature of the class will be sacrificing something (HP, stats maybe) for combat power; I've been thinking of names involving "blood" or "dark", but they're all sounding a bit fantasy-generic.
The point about the races is a good one; off-topic a bit, I have also been developing ideas on what to do with races, and will probably post on that soon.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#29 |
Adept
Join Date: Feb 2018
Location: London
Posts: 136
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Myrmidon, villain, brute, miscreant, criminal.
(Not sure any of them fit - depends on what you have in mind.) |
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#30 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
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