[Scrymud] re: Assassin Criticism
Justin Piper
kat_skan at mailandnews.com
Sat Jan 26 22:48:12 PST 2002
On 26 Jan 2002, Kadann \'Let the hearts Bleed\' wrote:
> I'm sorry, in this, if I sound like I'm a jerk... I agree I don't know
> much .. this is my first time trying to write out a adequate class
> synopsis..
Please, don't take criticism as a sign that I presume to be better at
designing classes than you. I just have a policy of giving my opinion
when I have one, be it good or bad.
More below.
> ----- Original Message -----
> From: Justin Piper
> Sent: Friday, January 25, 2002 8:46 PM
> To: Kadann \'Let the hearts Bleed\'
> Cc: Scry Mailing List
> Subject: Re: [Scrymud] assassin class idea
< snip >
> > Slight Dagger - an attack that doesn't initiate a fight, and doesn't
> > tell who did it. -level 8
> > +must be hidden
> > ~Lowers hp
> > level 8-10= 10+weapon's dice roll
> > level 21-25= 25+weapon's dice roll
> > level 26-30= 40+weapon's dice roll
>
> Hmm... kills from this can't give experience, otherwise you could just
> go around killing without any risk. Also, anyone who can see hidden
> should be able to see this like any other attack, and it should initiate
> combat in that case. Also, there needs to be something to keep you from
> using this over and over to kill critters for their gear. Maybe a flag
> similar to already_hurled?
>
> {If you get attacked by something.. you notice... right?
> therefore if you stay there and let them kill you...
> obviously you deserve to lose your gear?
> It doesn't deal out enough damage to really hurt though.
> Like a hit and run}
I'm not worried about the players (I'm that evil one, remember? I never
think of the players). I'm worried about the mobs with valuable kit on
them. Unless they can catch on to this, they pretty much have no choice
but to stand there and let them kill you. I don't really care much for
the idea of making this a one-shot attack, either, but it's the best
thing I can think of. Other suggestions are welcome, of course.
> > Traps - able to set a trap in a room that stuns or injures next to
> > enter it. -level 0
> > +not visible
> > -Fire trap- Lowers hp 30 -level 18
> > -Stun trap- Lowers Mv 100 -level 8
>
> Hmm... how about instead of one-shot effects, have the traps cast spells
> on the mob that triggers them. The fire trap could deal periodic damage
> untill the fire goes out (or the mob BBQ's). Stun enables the drunken
> stumbling code and slows you down when you move from room to room. If I
> could add a few, perhaps a blinding trap that affects anyone in the room
> at the time when it goes off, and a snare that leaves people hanging
> upside down by their ankles.
>
> {my idea was an instant attack... with no long term affect.}
Well, there's no technical problem with that, in fact it's actually
easier. It just seems weird to have such stateless traps. Usually a
trap stays in effect long enough for the trapper to come back and finish
the job.
> > Dodge - lowers possibility of being hit by a sneak attack -level 20
> > Crippling Strike - new infight move, mix of trip and bash -level 18
> > ~Lowers hp
> > level 18-25= 25+weapon's dice roll
> > level 26-30= 40+weapon's dice roll
>
> A mix? What kind of a mix?
>
> {it's like your tripped ... and you are bashed... in one attack...}
Yeah, I'm still not getting the point of this. Bash stuns you briefly
and deals damage. Trip stuns you briefly, deals damage, and changes
your position to sitting. So, I'm not sure what your idea here is. Is
it just to deal more damage?
>
>
> > Blade Dodge - slightly raises possibility to dodge infight attacks. -level 4
> > Skill Mastery - slight raise of dice roll. -level 0
> > Slippery Mind - Lowers possibility of being charmed -level 15
>
> Looks good to me. Kind of sparse, though. It needs more skills before
> it's a viable class, imo.
>
> {the reason not many skills... most skills would be from previous fact
> that you were a thief before and would have them. this just takes it
> a step farther for new and better skills}
I kind of like Mini's idea of making this a pseudo-class by just adding
it to the thief tree at level 30. It'd be much easier to code, and it'd
probably make up for the limited number of skills in the tree.
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