RavenRed: The new Tactics / Exploration settings will be interesting. As I undestand it, they will more or less be bought as abilities. Here are a few abilities additional to those already in CVS that might be considered.

Each has a tradeoff to make sure the player isn't running around with one of them constantly on, but can be "pulled out" if the situation warrants.

New Movement Modes

Mode

Description

Cost

Prereq

Effect

Duellist

Better Offence, better defence, but you move like a crab.

8 points

Weaponmastery 15, DEX 16

+Weaponmastery@15 to hit, +Weaponmastery@15 to dam, +Weaponmastery@3 attacks (or, if you prefer, +Weaponmastery@30 attack speed), -(20 - Weaponmastery @10) move speed, +Weaponmastery@20 to AC

Sniper

For increased accuracy, you have to keep still.

6 points

Archery 20

+Archery to hit, +Archery@2 shots(or, if you prefer, +Archery@30 attack speed), +Archery@2 to Might, -20 speed

Ritualist

You make yourself a big target with that bright fireflash you're conjuring...

10 points

Magic 20, INT 20

+Magic@15 to Spell Speed, -Magic@15 to Spell Failure, +5 Skill to Magic-Device, -15 to AC, -5 to Move speed.

Turtle

Use if cornered. Hard to hit, but hardly hard hitting.

5 Points

Combat 6

-10 Attack Speed, +Combat to AC, --10 to hit, -5 to Move Speed

The wonders of '@'

Borrowed from Zizzo's Killerbunnies, the @ convention means a scaled value. For skills, this involves the second number being related to the skill. The second number represents the value that would eventuate if the skill was at the maximum (for the purposes of this argument, 50).

If we have a value that will be equivalent to X scaled up to Y, the notation will be X@Y. The second value is calulated by the formula (X x Y) / 50.

For Combat@10, therefore:

In other words, take the second value as the 'full' value at skill level 50, and work your way proportionately down from there.

Chatter

ElvishPillager: Seeing the way the movement modes currently work, this would be both annoying and unreasonably powerful. Take Duellist, for instance. You'd always want to be in Duellist mode when attacking, since there are no disadvantages except move speed; you'd simply switch to Duellist before attacking, and switch out before moving. Same goes for Sniper and shooting. Turtle is just plain useless.

NeilStevens: What exactly are those at-signs supposed to be? Could you rewrite all that to make it clear what it's supposed to mean?

NerdanelVampire: The Killerbunnies style usage of @ is known to me, but it beats me how you could possibly have a function of stat/skill intentionally as a prerequisite. It's a bit like setting the prerequisite to x + 2 where the x is a variable. On this page, functions like Archery = Archery@20 need to be solved for Archery, and surprise, it turns out the equation is true only when Archery = 0!

Archery = Archery * 20/50

50*Archery = 20*Archery

Archery = 0

Remuz: I take it that for prerequisites, @ should be taken litteraly, that is, "Weaponmatery@20" can be read out loud as "Weaponmastery at 20". I agree that it is not very clear, even though I like the killerbunnies syntax.

NerdanelVampire: But the author of this idea put up that Killerbunnies @ explanation section in answer to questions about what the @s mean here...

Remuz: Really? It could be a misunderstanding from me, but I felt that the explanation answered the questions for the 'Effect' part of the table (and it is consistent with the killerbunnies website, too). For the 'Prereq' part, see my own explanation.

NerdanelVampire: It just bothers me when there isn't consistency.

Orvin: Regarding Sniper, see the related idea at IdeaArchive/Player/Archery tactics.

IdeaArchive/Player/Ideas for More Movement Modes (last edited 2006-09-05 09:33:17 by 68-184-38-106)