Gameplay Suggestions (non-core)
Posted: 15 Feb 2007, 01:20
By "non-core" I mean ideas that can be implemented or not independently of the big questions.
1) Injured or irritated monsters attack the nearest PC (rather than target their attacker)
variations,
1a) Irritation is contagious between monsters of the same type on adjacent tiles.
1b) Not in Tulimshar, where new players need to train safely.
Here are some consequences:
Indirect aggression between player characters.
- Limited by the settings players enter into voluntarily.
- Severity depends on the monsters, not the difference between players.
Application.
- Flood suspected botters or pests. They will either run, die, or be so strong that they aren't getting any benefit anyway. There's no XP in being attacked.
- PCs in the same party have to take care of each other and be aware of the consequences. Your fighter can't just go on a rampage without possibly endangering the others.
1) Injured or irritated monsters attack the nearest PC (rather than target their attacker)
variations,
1a) Irritation is contagious between monsters of the same type on adjacent tiles.
1b) Not in Tulimshar, where new players need to train safely.
Here are some consequences:
Indirect aggression between player characters.
- Limited by the settings players enter into voluntarily.
- Severity depends on the monsters, not the difference between players.
Application.
- Flood suspected botters or pests. They will either run, die, or be so strong that they aren't getting any benefit anyway. There's no XP in being attacked.
- PCs in the same party have to take care of each other and be aware of the consequences. Your fighter can't just go on a rampage without possibly endangering the others.