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#11 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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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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#12 |
Scout
Join Date: Jun 2007
Posts: 32
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#13 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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#14 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
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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#15 |
Knight
Join Date: Jan 2008
Posts: 526
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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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#16 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
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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#17 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
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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#18 |
Scout
Join Date: Jun 2007
Posts: 32
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It is a winner for me. http://angband.oook.cz/ladder-show.php?id=13281
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Thread | Thread Starter | Forum | Replies | Last Post |
Critical Hits with Mage | Old Coach | v4 | 23 | August 22, 2012 21:32 |