Avernum 5, April Update
Pages
Author | Topic: Avernum 5, April Update |
---|---|
Raven v. Writing Desk
Member # 261
|
written Wednesday, May 16 2007 02:39
Profile
Homepage
Didn't most of the ungrateful Blosk people die before the adventurers got there? -------------------- Slarty vs. Desk • Desk vs. Slarty • Timeline of Ermarian • G4 Strategy Central Posts: 3560 | Registered: Wednesday, November 7 2001 08:00 |
Lifecrafter
Member # 7252
|
written Wednesday, May 16 2007 05:04
Profile
Well..by that time in A5..Blosk would be repopulated by ungrateful Bloskans.. So..there many ungrateful Bloskans out there that isn't grateful for the hardwork A4 adventurers have done for them.. Tsk tsk.. -------------------- Oh you're a cute Adze-Haakai you are.. Posts: 732 | Registered: Saturday, June 24 2006 07:00 |
Shaper
Member # 3442
|
written Wednesday, May 16 2007 06:25
Profile
Homepage
Option 3 was the best, closely followed by 4. In fact, option 4 is a lot like the main theme of PS... -------------------- And when you want to Live How do you start? Where do you go? Who do you need to know? Posts: 2864 | Registered: Monday, September 8 2003 07:00 |
Apprentice
Member # 8558
|
written Thursday, May 17 2007 10:55
Profile
how about if you start knowing lots of spells since start, and then you just gain power by making them stronger when you train them [ Thursday, May 17, 2007 11:01: Message edited by: ArchMage81 ] Posts: 25 | Registered: Monday, April 23 2007 07:00 |
Law Bringer
Member # 6489
|
written Thursday, May 17 2007 12:58
Profile
Homepage
quote:Quoted for emphasis on hilarity. -------------------- "You're drinking liquor because you're thirsty? How nasty is your freaking water?" —Lazarus Spiderweb Chat Room Avernum RP • Summaries • OoC • Roster Shadow Vale - My site, home of the Spiderweb Chat Database, BoA Scenario Database, & the A1 Quest List, among other things. Posts: 1556 | Registered: Sunday, November 20 2005 08:00 |
Apprentice
Member # 7111
|
written Tuesday, May 22 2007 20:22
Profile
quote:If there would be an alley in some game, witch is 2 metres wide, and you set up a trap. U will start running and U will face a deadend. The trap is a 1 metre 98cm wide rock, that rolls towards you. So is there any chance of lucky dodge? And the rock wont stuck. Posts: 30 | Registered: Monday, May 8 2006 07:00 |
...b10010b...
Member # 869
|
written Tuesday, May 22 2007 23:12
Profile
Homepage
Yes, yes, and the Improved Evasion ability in D&D allows a character to completely avoid damage from a fireball going off in a sealed room. We've heard it all before. Please refrain from attempting to make game mechanics make sense: it will only make both you and the game designer cry. [ Tuesday, May 22, 2007 23:12: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Apprentice
Member # 7111
|
written Wednesday, May 23 2007 02:06
Profile
quote:I wasnt talking about evasion, I was talking about dodging it! The rock has 100% hitchance! Posts: 30 | Registered: Monday, May 8 2006 07:00 |
...b10010b...
Member # 869
|
written Wednesday, May 23 2007 04:31
Profile
Homepage
The point I am making here is that your bourgeois notions of "realism" have no place in an RPG. Attacks have a chance of missing because the game works better that way, and that's that. Maybe the rock had a crack in it and breaks into pieces before it hits you. Maybe you vault over the rock as it rolls toward you. Maybe you block it at just the right angle to send it rolling back the other way. It doesn't matter how it happens, but since it does happen, it must be possible within the context of the game. Put that in your pipe and smoke it. [ Wednesday, May 23, 2007 04:35: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Electric Sheep One
Member # 3431
|
written Wednesday, May 23 2007 05:09
Profile
Realism is important, but that's why pen and paper games are nice, where you have a GM with the power to play God, instead of just a bunch of mindlessly applied rules. If the GM says the rock is inescapable, you get no saving throw. You die. Fun game. What a great GM. Otherwise, if the GM allows a saving throw to survive the rock, that means the rock isn't inescapable. There's a high ceiling, or something that could stop the rock, or whatever. If you make the save, the GM has to think up some explanation of how you survived. Explaining how characters survive is usually not hard to put over, but explaining an unfavorable die roll, when the players argue that their success should have been automatic, can take some fast thinking. If the GM isn't up to handling situations like this convincingly, the game loses a lot. For advanced players, a nice variant on having the GM think up excuses for survival is to make the players propose how they hope to survive, before rolling. The GM may then apply bonuses or penalties, or simply rule failure or success, based on how good the proposal is. In a CRPG, you just have to do the excuse part yourself. The games never specify the rock so precisely that this is impossible. [ Wednesday, May 23, 2007 05:16: Message edited by: Student of Trinity ] -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |