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Old October 3, 2008, 15:24   #1
bpleshek
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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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Old October 3, 2008, 15:46   #2
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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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Old October 3, 2008, 20:22   #3
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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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Old October 3, 2008, 23:37   #4
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Quote:
Originally Posted by PowerDiver View Post
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.
Whereas I'm merely annoyed that the ones who cast spells in the dark don't drop the appropriate wands/staffs when I kill them.

Andrew

PS: Bring on the inventory-using monsters.
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Old October 4, 2008, 00:04   #5
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Originally Posted by andrewdoull View Post
Whereas I'm merely annoyed that the ones who cast spells in the dark don't drop the appropriate wands/staffs when I kill them.
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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Old October 4, 2008, 01:21   #6
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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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Old October 4, 2008, 05:53   #7
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If all humanoid monsters carried appropriate gear (books, sticks, swords, lamps, etc) the junk problem would get really bad.
It would work just fine right now if you used a good squelch system and did not require identify to recognize dross for what it is.

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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Old October 4, 2008, 10:23   #8
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Originally Posted by PowerDiver View Post
It would work just fine right now if you used a good squelch system and did not require identify to recognize dross for what it is.

The problem in this case, as in so many cases, is the game design forcing the player to use pseudo and/or identify.
Ah, yes, the identification problem, that subject would have material for a separate thread. One option would be to implement a Diablo II style identification system, where all items are automatically pseudo-ided at drop.
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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Old October 6, 2008, 01:07   #9
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Quote:
Originally Posted by CJNyfalt View Post
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.
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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Old October 6, 2008, 03:27   #10
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Quote:
Originally Posted by bpleshek View Post
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
Meh. They can't quaff potions of restore mana, or zap wands or use items that you may use to conserve mana.

It's an interesting idea, but I don't think it necessarily makes the game more 'fair'.

- Frank
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