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Love Desire
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>Maybe if you find yourself in a situation 'best fit' interpretation is different enough for the initial command, it might be appropriate to ask for confirmation before executing?
I'll try to use good judgement then.
>Well, it's pretty painful in when the party is surprised. With the surprise round and the draw round, enemies effectively get to act with impunity for two rounds. Especially since we're fighting monsters, who use natural weapons, and never need to draw.
Very true. I was considering reducing the AP to draw by 1 for each type of weapon, which would for the players to draw a dagger, close the distance and attack in the first round. But I'm not sure, as the existance of certain classes my be distorting how powerful drawing is.
>...which, again, emphasizes how powerful gravity is. Since Mags doesn't need to draw to use it, and targeting is largely arbitrary. We cleared maybe half the first floor with it, and it really hurts when we can't use it.
It didn't actually occur to me until the quest already started that mages wouldn't need to draw their staff, since using it as a walking stick is so common. As for Gravity itself, without a variety of AoE spells (each specialization has one of the three shapes players saw) the mage might seem like a burden due to many enemies in the early parts using physical attacks and the mage having only 10 physical defense.
>Although my expectations might just be off due to playing Crawl, where drawing a weapon is literally the fastest possible action you can take.
I actually had to look up what Crawl is. For reference my roguelike experiences are: Binding of Isaac [Both Versions], Spelunky, Don't Starve, Rogue Legacy, This War of Mine.
>drawing a weapon is literally the fastest possible action you can take
Actually the clunky weapon drawing might be related to my experience in This War of Mine, where the awkwardness of switching between weapon and scavenge mode means you (or at least I) need to choose whether you're going to have your weapon out before the enemy sees you or risk losing the encounter.
>Overall, though, so far this is a pretty brutally unforgiving roguelike.
Yay! It's supposed to be. Which might sound mean, but I want to encourage exploring and unlocking more and more game elements. Obviously there is a limit to all of that, but I'm hoping a least a few runs will happen before the cycle breaks.
>A lot of my regular expectations don't apply. Most notably, resources are desperately sparse. Normally, a food clock serves to force you to explore, but here our hp does too. Damage forces us to run into danger, searching for resources to heal ourself with.
Having both food and health and having to balance between them is likely the result of time spent playing Don't Starve and This War of Mine.
>Honestly, unless we discover something we're missing, I don't see the group surviving this floor. We're too close to edge to be sustainable.
I agree, though I like this group a lot and want them to succeed the RNG didn't provide a Warrior or a character with high Skill, which makes combat so much more difficult.
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Speaking of Skill, how to people feel about it being the to hit stat? It and Strength form the "Combat" portion of the stats, and I'm wondering if perhaps people felt is was more fun for Mind or Strength to play a bigger roll in the non-rogue classes combat ability.
There are a few reasons behind this.
1. Mind is desired for puzzles (which lead to rewards)
2. Charm is desired for diplomacy (which can negate some combat all together, and even provide long term shopkeepers).
3. If Mind helped magic attacks, Mages would always want high mind, but magic isn't tied to intelligence in the setting's lore.
4. Another reason is, that would mean other classes would skip out on Mind and just rely on the mage to do it, and because the game has social interaction that would cut out simple mages and smart warriors/rogues/empaths as likely to be picked.
5. The other canidate is Strength, which one might expect to be the Warrior's to hit stat. Strength also effects other very important secondary stats though, but I'm not sure if players have figured out how so I'm reluctant to talk about it.
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