Author Topic: my recent thoughts  (Read 12433 times)

hsw2201

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my recent thoughts
« on: November 16, 2014, 05:55:23 AM »
Hello there!
Though I'm quit noob in both roguelike and programming, some thoughts recently emerged to me and slowly forming into sth. Well, so I decided to got some feedback so I may know it is good or not.
my thoughts are these:

I.   Quit dangerous world for the inhabitants. I will give characters very small HP, say, their Toughness attribute point(6-20) + ToughGuy(or Girl) skill level(0~5) * 3. that gives minimal HP 6 to Maximum HP 35. Given that typical longsword can cause 1~6 damage, it will be really hard to battle against multiple opponents and monsters. Hey, monsters are called MONSTERS because they are beyond reasons of humankind ;D? So it becames not hit-and-Oh :o-I-got-damage, but block-and-dodge-oops-this-hurts! style battle. There will be skills for block&dodge of course, And those who wield shield will be got huge advantage in blocking.
II.   Strong, but not that strong. I am South Korean, and there is one thing in korean Fantasy fictions:Crush them all. The protagonist become more and more stronger, so powerful that he(mostly HE) finally became some sort of ultimate destruction bringer which can destroy even The God or planet itself. This is very common in my country’s fantasy fictions(that is why we koreans call them FIREWOOD-we must burn them all!), so I’m sick of them. In my game, PC will become stronger, yet there will be some humanlike limits. I want to see some wits and cunning to defeat powerful enemies. There will be no superhero(if you get my meaning), only skilled warrior or wizards. In real world, even a master of swordmanship cannot withstand handfull of armed guys! I want that sense of reality.
III.   Finally, my own elfin race. Since Tolkien present us with his elves, I see them quit lots of places. I think it is high time to get out of his shadow and step to new possibilities. Of course I love elves of Middle Earth, but I saw entirely different elves in Michael Moorcock. Eldren, Melnibonean, Vadhagh… They are quit an enlightment to my Tolkien-adapt eyes. So I quietly design a race which has strong willpower and some features from fairytale, etc.

Well these are my thoughts. Any opinions are welcome, and sorry for bad english.

Krice

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Re: my recent thoughts
« Reply #1 on: November 17, 2014, 10:43:20 AM »
D&D also has that quite ridiculous power fantasy, from noob to demi-god character development. In a way it works as it should, but alternative gameplay systems are possible. I think the reason why we don't see them often is that just as ascii graphics the style of gameplay in roguelikes is conservative.

Darren Grey

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Re: my recent thoughts
« Reply #2 on: November 18, 2014, 04:58:24 PM »
I.   Quit dangerous world for the inhabitants. I will give characters very small HP, say, their Toughness attribute point(6-20) + ToughGuy(or Girl) skill level(0~5) * 3. that gives minimal HP 6 to Maximum HP 35. Given that typical longsword can cause 1~6 damage, it will be really hard to battle against multiple opponents and monsters. Hey, monsters are called MONSTERS because they are beyond reasons of humankind ;D? So it becames not hit-and-Oh :o-I-got-damage, but block-and-dodge-oops-this-hurts! style battle. There will be skills for block&dodge of course, And those who wield shield will be got huge advantage in blocking.

Why stop there? Get rid of damage and hit points entirely, make everything based on statuses. Forces far more interesting interactions.

hsw2201

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Re: my recent thoughts
« Reply #3 on: November 21, 2014, 10:43:00 AM »
D&D also has that quite ridiculous power fantasy, from noob to demi-god character development. In a way it works as it should, but alternative gameplay systems are possible. I think the reason why we don't see them often is that just as ascii graphics the style of gameplay in roguelikes is conservative.
Conservative... Well since roguelikes are evolving these days, there will be some rooms for alternatives I think ;D thanks for reply!

Why stop there? Get rid of damage and hit points entirely, make everything based on statuses. Forces far more interesting interactions.
That's nice. But I don't think I can handle that. My skills are quit limited so I'm trying to add some stuffs to basics.
If there is no hit points then it will became hard to make balance in battles :'( Well I'll keep that in my mind and try someday. thanks!

Krice

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Re: my recent thoughts
« Reply #4 on: November 21, 2014, 01:25:25 PM »
I think often people do have ideas, but how they work in actual gameplay is bit of a mystery. It will all be clear when you try it.

Samildanach

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Re: my recent thoughts
« Reply #5 on: November 25, 2014, 02:04:59 PM »
Why stop there? Get rid of damage and hit points entirely, make everything based on statuses. Forces far more interesting interactions.
That's nice. But I don't think I can handle that. My skills are quit limited so I'm trying to add some stuffs to basics.
If there is no hit points then it will became hard to make balance in battles :'( Well I'll keep that in my mind and try someday. thanks!

I agree it's an interesting idea and one I'd like to play, but maybe too ambitious for an early project.

I think often people do have ideas, but how they work in actual gameplay is bit of a mystery. It will all be clear when you try it.

Yes, we can try to predict how something will work in gameplay, but the only way to know for sure is to try it out.

vultures

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Re: my recent thoughts
« Reply #6 on: March 08, 2015, 02:31:08 PM »
Back to the bronze ages and AD&D basics, let's revisit the 2nd edition as WotC meant it.
Though it had been perfected since, the omnipotent rule for determining if a low-level char can harm a high-level hero was the opportunity attack check. What it meant was that it sorts out if an action (that particular) hero makes provokes such an attack. If you ever wondered if a petty goblin can drive a shaft through Lich's skull because he/she is swinging his/her staff wide, this is your answer.
Now, playing AD&D through these types of rules required a hefty ammount of luck to accomplish Davidian tasks such as this. You should roll a d20/20, another d20/20 (it's AD&D 2, remember?) and then fortify it with that crucial 96-00 roll on percentile dice to make it a potentially lethal blow.

The way I see it, even a demigod character could open a door into pitch black and fall down into a spiked trap. Endgame for everyone! Even if, being put this way, it's a game-buster it shows that DM must favor all forces that be, not just Player Characters. A personal side-note on my end had always been, at least when ruling a tabletop is the topic, that in order to get favors from the universe, player has to be in contact with magic and/or divinity so that he/she may absorb enough karma to overcome the peril.