On Sat, Sep 13, 2008 at 7:56 PM, Jeff Weston (Sir Toby) <[EMAIL PROTECTED]> wrote: > 27. A Player Character who specifies the move "from Dungeon Level N to > Dungeon Level N" (where N is defined as an integer greater than 0) > is exploring the dungeon and has an encounter. This encounter must > be resolved before the Player Character CAN make another move. > To determine which encounter the Player Character has, e must > generate a random number using 100 sides, 1 die, and 1 roll. The > resulting random number will be used to determine the encounter > the Player Character has as follows (N is defined as the level of > the dungeon in which the Player Character is located): > - 1 to 10 : Finding the Stairway Down > - 11 : Finding a Level N-1 Weapon > - 12 to 14 : Finding a Level N Weapon > - 15 : Finding a Level N+1 Weapon > - 16 : Finding Level N-1 Armor > - 17 to 19 : Finding Level N Armor > - 20 : Finding Level N+1 Armor > - 20 to 23 : Finding a Level N-1 Health Potion > - 23 to 31 : Finding a Level N Health Potion > - 32 to 35 : Finding a Level N+1 Health Potion > - 36 to 38 : Finding a Level N-1 Vitality Potion > - 39 to 47 : Finding a Level N Vitality Potion > - 48 to 50 : Finding a Level N+1 Vitality Potion > - 50 to 60 : Finding a Level N-1 Monster > - 60 to 90 : Finding a Level N Monster > - 90 to 100 : Finding a Level N+1 Monster > > 28. Finding the stairway down is an encounter that a Player Character > may have while exploring the dungeon. When a Player Character has > this encounter, eir knowledge of stairway down from level N > attribute is set to true and this encounter is immediately > resolved (where N is defined as the level of the dungon in which > the Player Character is located). > > 29. Finding a level N weapon is an encounter that a Player Character > may have while exploring the dungeon (N will be specified when a > Player Character has this encounter). If N is specified as 0 when > a Player Character has this encounter, a piece of gold is created > in possession of the Player Character; otherwise, a weapon level N > is created in possession of the Player Character. In either case, > this encounter is immediately resolved. > > 30. Finding level N armor is an encounter that a Player Character may > have while exploring the dungeon (N will be specified when a > Player Character has this encounter). If N is specified as 0 when > a Player Character has this encounter, a piece of gold is created > in possession of the Player Character; otherwise, an armor level N > is created in possession of the Player Character. In either case, > this encounter is immediately resolved. > > 31. Finding a level N health potion is an encounter that a Player > Character may have while exploring the dungeon (N will be > specified when a Player Character has this encounter). If N is > specified as 0 when a Player Character has this encounter, a piece > of gold is created in possession of the Player Character; > otherwise, a health potion level N is created in possession of the > Player Character. In either case, this encounter is immediately > resolved. > > 32. Finding a level N vitality potion is an encounter that a Player > Character may have while exploring the dungeon (N will be > specified when a Player Character has this encounter). If N is > specified as 0 when a Player Character has this encounter, a piece > of gold is created in possession of the Player Character; > otherwise, a vitality potion level N is created in possession of > the Player Character. In either case, this encounter is > immediately resolved. > > 33. Finding a level N monster is an encounter that a Player Character > may have while exploring the dungeon (N will be specified when a > Player Character has this encounter). If N is specified as 0 when > a Player Character has this encounter, a piece of gold is created > in possession of the Player Character and this encounter is > immediately resolved; otherwise, the Player Character must engage > in combat against a level N monster and this encounter is resolved > once the combat is resolved.
I assume that gold will be a major reward for defeating monsters? Otherwise, dungeon level 1 would appear to be the only place where gold can be found. On Sat, Sep 13, 2008 at 9:17 PM, Jeff Weston (Sir Toby) <[EMAIL PROTECTED]> wrote: >>> 34. Combat - TBD >> I suggest using a diceless system if possible. > > I am having a hard time coming up with a combat system that isn't going > to be overly complicated, be too easy, or be too hard. If anyone has > inspiration for a specific combat implementation, I'm open to ideas. > It's possible that the other concepts I've built up are over-engineered > and using all of them in combat may be tedious, so I'm certainly open to > simplifying the other concepts in the contract to make combat simpler. I don't like the idea of a diceless system, since it would make the result of combat calculable beforehand. At the same time, nobody wants to see a series of 20 messages from the dice server in order to resolve a single long combat. My suggestion is to make combat last a single round only, wherein the player character might defeat the monster or might fail to do so. If e fails to defeat it, then the monster (possibly wounded) remains at that dungeon level, and anyone subsequently exploring the same level (at the usual cost of a movement point) automatically encounters it. The cumulative movement point cost of fighting should deter protracted combats. As an added bonus, the system would also enable players to cooperate on combats (as well as to steal each others' kills). -root