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Author Topic: Cave Crawl, experimental. Good news, bad news: On hold  (Read 8759 times)

Cheddarius

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #105 on: February 16, 2010, 03:51:30 pm »

Ah! Okay, I'll change my action to
> meditate

I have 15 endurance and 25 intellect. That totals 40, which means I'll heal 4 health, right?
And I have 15 spirit, so I'll regenerate 1 or 2 mana, right?
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Nirur Torir

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #106 on: February 16, 2010, 03:59:45 pm »

I need healing xp, but hadn't noticed you being down to 10 hp. I'll change my action to casting mend wounds on you if you do something else.
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #107 on: February 16, 2010, 04:01:35 pm »

This is how the meditation would work for you with your stats:

15 end + 15 spr = 30
10% of 30 = 3
3 health gained.

25 int + 15 spr = 40
10% of 40 = 4
4 mana gained.
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quinnr

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #108 on: February 16, 2010, 04:03:41 pm »

Thread watch.
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webadict

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #109 on: February 16, 2010, 04:04:45 pm »

Well, while the meditation isn't a real skill, I could turn it into one. Then it might look something like:

Meditation (Active, lvl 0, 0 exp)
Must be the only action done for the turn
Cost: All your ap
Regenerate health and mana by 10% of your endurance and intellect, and additionally 10% of your spirit. Useable in combat.

Then again I can make the two others as a skill too.

Rest (Active, lvl 0, 0 exp)
Must be the only action done for the turn
Cost: All your ap
Regenerate health and mana by 20% of your endurance and intellect, and additionally 20% of your spirit. Can not be used in combat. Can not be used if enimies are close.

Sleep (Active, lvl 0, 0 exp)
Must be the only action done for the turn
Cost: All your ap
Regenerate health and mana by 25% of your endurance and intellect, and additionally 25% of your spirit. Can not be used in combat. Can not be used if enimies are close. Will be put to sleep for atleast two turns.
I dunno about Rest or Sleep being skills. Would leveling up those skills make them more powerful at healing? Because I wouldn't like that.
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #110 on: February 16, 2010, 04:32:18 pm »

Yeah, but then again the amount of exp gained from these skills will be minimal, less then what the other skills gains. Though a level on any of these skills could be something like:

Sleep (Active, lvl 5, 0 exp)
Must be the only action done for the turn
Cost: All your ap
Regenerate health and mana by 25% + 5% of your endurance and intellect, and additionally 25% + 5% of your spirit. Can not be used in combat. Can not be used if enimies are close. Will be put to sleep for atleast two turns.

But to get that high level you would have to use the skill 500 times. Good luck on that.
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Nirur Torir

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #111 on: February 16, 2010, 04:53:07 pm »

I agree with Webadict. For one thing, it's just silly to get more experienced at sleeping.
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LeoLeonardoIII

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #112 on: February 16, 2010, 05:03:43 pm »

You can definitely get better at falling asleep quicker, and waking up more thoroughly if you need to. And you can definitely get better at meditating.

I think it's questionable whether you can improve the rate at which your body heals through practice. I haven't seen evidence of this beyond a minor placebo effect.
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #113 on: February 16, 2010, 05:20:46 pm »

Hum, hum. We could do something like this then:

Meditation (Active, lvl 0, 0 exp)
(Meditation description)

Rest (Active)
(Rest description)

Sleep (Active)
(Sleep description)

Or, we could just skip the whole medi/rest/sleep is a skill thing. You will of course still be able to use them but you gain nothing from using them repeatedly.
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webadict

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #114 on: February 16, 2010, 05:33:35 pm »

Well, those skills could have a success rate attached to them which are more successful with additional levels.
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #115 on: February 16, 2010, 05:55:31 pm »

Heh, with your words I imagined the funniest/saddest scenario. A success rate to the sleep skill would mean a failure rate have to exist. What would happen if you failed so hard that you never ever could wake up.

Sleep has evolved into Eternal Sleep.
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Cheddarius

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #116 on: February 16, 2010, 06:13:45 pm »

I think it's questionable whether you can improve the rate at which your body heals through practice.
Well, if you think about it, these skills in general are kind of ridiculous. I can loose 5 arrows in one round. If I'm a pretty good archer, let's say one round is 5 or 10 seconds. So, I could be at 1 health, with essentially total organ failure, blood spewing out all over the place, and sleeping for 20 seconds would make my spry and youthful and alive again?
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KineseN

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #117 on: February 16, 2010, 06:16:42 pm »

Yeah. No realism here. But then again this is experimental and you are figuratively speaking my lab rats.
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webadict

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #118 on: February 16, 2010, 06:36:03 pm »

Heh, with your words I imagined the funniest/saddest scenario. A success rate to the sleep skill would mean a failure rate have to exist. What would happen if you failed so hard that you never ever could wake up.

Sleep has evolved into Eternal Sleep.
... Well I meant a check TO sleep but you're the boss.
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Nirur Torir

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Re: Cave Crawl, experimental. Turn 3: Rattata
« Reply #119 on: February 16, 2010, 06:43:08 pm »

I prefer the way rest is currently planned. We probably already have a fair chance of strangely aggressive creatures attacking us while we rest; I don't think that chains of "No rest this turn. Try again next turn" will make the game more fun.
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