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Old August 20, 2012, 18:21   #11
Derakon
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If you go back to the old D&D mechanisms, there's multiple saving throws, breaking down broadly as "ability to dodge physical attacks", "strength of the immune system", and "ability to resist psychic attacks". Angband covers the first one under AC (to an extent anyway; there's no "save for half damage" against enemy fireballs) and the last one under saving throw; the middle one, which is what would generally be used for touch attacks, doesn't exist.

In other words, the implication, to my mind, is that a touch-to-cause-ailment attack is actually injecting some kind of toxin into the player. That's not the kind of thing that a mental saving throw will help with since the action of the brain is being physically subverted. Same deal as drinking a Potion of Booze.
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Old August 20, 2012, 19:00   #12
Quendus
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Originally Posted by fizzix View Post
I know this has always been this way. But does it make sense and is it good gameplay?
Does it make sense and is it good gameplay that the food timer and the confusion timer scale differently with player speed?
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Old August 20, 2012, 21:57   #13
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Does it make sense and is it good gameplay that the food timer and the confusion timer scale differently with player speed?
I would consider that a bug. But it'd be nice to hear the opposing viewpoints.
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Old August 20, 2012, 22:01   #14
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Originally Posted by Derakon View Post
In other words, the implication, to my mind, is that a touch-to-cause-ailment attack is actually injecting some kind of toxin into the player. That's not the kind of thing that a mental saving throw will help with since the action of the brain is being physically subverted. Same deal as drinking a Potion of Booze.
It seems to me that what we need would be a Dex based saving throw for physical attack-effects. (you were hit by the attack, but you avoided the bad effect). I think Dex based makes sense because Con is too overloaded late in the game and Dex is not, and this is precisely where the saving throws for *hit to x* are important.

Seems like a good solution to me, but I've never liked that status effects due to physical attacks couldn't be resisted.
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Old August 20, 2012, 23:26   #15
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It seems overloaded that dex would give you better AC to dodge attacks, and then give you a reflex saving throw to dodge their results - maybe what's more needed is to make AC matter more at higher levels.

On the other hand, it would be fun to give classes like Rogue an uncannily high ability to dodge the side effects of attacks compared to other classes...
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Old August 20, 2012, 23:43   #16
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Originally Posted by fizzix View Post
Seems like a good solution to me, but I've never liked that status effects due to physical attacks couldn't be resisted.
I'm assuming you meant "couldn't be saved against"? Resistances (or rather, protections) work fine against physical attacks, as well as against consumption of harmful potions. Wield Caspanion and you can chug booze all day without getting confused...

DEX being overloaded for AC and for a touch-attack save doesn't bug me, mostly because its effects on AC are so minor anyway.
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Old August 21, 2012, 07:15   #17
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I would consider that a bug. But it'd be nice to hear the opposing viewpoints.
Technically not a bug, more like hard to figure out design inconsistence. Question to that is that do we gain anything with different scaling factors? Maybe it is useful for some cases, maybe not.

If my "speed bubble" rationalization is taken as game rule, then any timed player status effect should scale using player turns instead of game turns. Food, regen, poison, recovery from poison, confusion, paralyzation, all of them. Maybe we could extend this to monsters as well, monster moving at speed +10 heals twice as fast as monster moving speed 0.
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Old August 22, 2012, 01:59   #18
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Great Story. may it be a a winner for you.

John
It is a winner for me. http://angband.oook.cz/ladder-show.php?id=13281
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