Subject:
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Re: When the world was young...
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Newsgroups:
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lugnet.org.us.nelug
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Date:
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Mon, 7 Apr 2003 19:35:56 GMT
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Viewed:
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2223 times
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In lugnet.org.us.nelug, David Eaton writes:
> In lugnet.org.us.nelug, Joe Comeau writes:
> > Okay, here's an idea that might work for everyone. I *do* like the idea of
> > granting certain magical powers (spell casting) through objects, *but* I
> > also think these objects are special. So my idea is that while any unit can
> > pick it up, no unit can remove it unless the unit is slain. So once a unit
> > picks it up, good, bad or indifferent, that unit is stuck with it. We could
> > put a caveat in where actual mage-type units can collect the items without
> > being stuck with them, but I'm inclined to not allow that.
> >
> > This provides an element of strategy and also a fun way to hang in the game
> > once we annihilate yo...um...in case an army should crumble right away. The
> > rest of it about each team creating 'n' objects and scattering them about
> > would still hold - and there's a strategy in this too. Thoughts?
>
> Hmm... quite interesting. Effectively, if (say) I pick up some magical plate
> armor that ends up *forcing* me to run everywhere in straight lines at twice
> my move rate every turn, I would have to drop any plate armor (or other
> thing that might block armor from going on) that I already posessed, yes?
> And at what point do we find out what an item does? Does the finding unit
> necessarily equip/use the item? Or can it bring it back to another unit, and
> as soon as *that* unit equips it, we find out its magical abilites, *and* it
> gets stuck on the user? I kinda like the 2nd option better...
>
> DaveE
I was thinking whoever touches it automatically gets equiped with it, so
your only choices are to pick it up or leave it (or position another unit to
grab it). As for when you find out what it does, I kind of like the idea of
not knowing until someone picks it up...that's the problem with magic, you
never know what'll happen when you start tinkering with these things. And,
yes, items can be a liability as well as a boon, although nothing should be
able to kill a unit outright, just by picking it up. Ideally, a magic item
is both a liability and a boon, but that's up to whomever creates the items.
- Joe
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Message has 2 Replies: | | Re: When the world was young...
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| (...) How about this? And I steal this, without apology, from the classic ASCII graphics game "Rogue", which was the predecessor to "Moria": The function of an item is unknown until it is used ... and items with penalties are considered "cursed", (...) (22 years ago, 7-Apr-03, to lugnet.org.us.nelug)
| | | Re: When the world was young...
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| (...) I'm all for this approach. One thing to note though - if you are already wearing a chainmail, you just wouldn't be able to touch that glowing piece of platemail on the ground, unless you remove the armor you're wearing beforehand. right? Also, (...) (22 years ago, 7-Apr-03, to lugnet.org.us.nelug)
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Message is in Reply To:
| | Re: When the world was young...
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| (...) Hmm... quite interesting. Effectively, if (say) I pick up some magical plate armor that ends up *forcing* me to run everywhere in straight lines at twice my move rate every turn, I would have to drop any plate armor (or other thing that might (...) (22 years ago, 7-Apr-03, to lugnet.org.us.nelug)
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