It's been long-established that I'm not a big fan of clerics, and that I kind of like the NetHack approach of "make sacrifices, pray to diety, hope for not-smiting", which anybody should be able to do. I was also considering that old-school polytheistic deities typically expected material sacrifices in return for their aid, instead of just prayer and devotion.
Well, we have these divine spellcasting prices in the Equipment chapter...
So what if instead of having a cleric at all, before you set out for the dungeon you'd do the old "I go to the temple, sacrifice ten goats, and pray to Tyr for courage in the coming expedition to retrieve the Whatsit of Blarg." Now, a goat, he is 3 gold pieces. A casting of Remove Fear is 10 gold pieces. So later, when you're out in the field and the party gets ambushed by mummies and you call on Tyr to lift the fear-paralysis and avoid TPK, you have (depending on the exchange ratio between "goats now" and "casting credit later", and maybe contingent on a deific reaction roll) maybe one, maybe three castings of Remove Fear.
It's super-duper vancian. This is preparing spells once for the entire adventure (you know, like you were supposed to do back in OD&D but everyone has forgotten). There are obviously some wrinkles, like not letting people buy RL&Ls to use in the field (and "spell selection" more generally). Maybe taking oaths opens up higher level spells (from a particular deity, while walling off other deities)? Healing in general is kind of weird - I could definitely see adding a spell for this that gives you an extra level of Healing proficiency for n minutes, so you pray for that and then do your healing. Maybe sacrificing to improve State of Soul makes sense (and then it applies a bonus when your buddies bring your corpse back to the temple, where the ritual magic happens). People buying up enormous piles of spells might be an issue, but could maybe be counterbalanced by having preparation take time? Ritually sacrificing 10 goats with all the proper ceremony is not something you want to rush, and something like sacrificing a hecatomb of oxen for Control Weather is more than one day's work. There's also the cost disparity between potions and spellcasting (potions don't go bad if you don't use them this adventure, though).
Anyway, something to kick around.
Showing posts with label Nethack. Show all posts
Showing posts with label Nethack. Show all posts
Thursday, June 16, 2016
Tuesday, May 21, 2013
Of Nethack and Item Identification
During some downtime last week between finals and graduation (also - yes I am graduated! Now taking a break at home before job and lease start), I decided to take up Nethack. It turned out to be a wonderful hybrid between Dwarf Fortress and TSR D&D, and I had quite a bit of fun (including DF-grade 'FUN') right up until I found and ID'd a wand of wishes and suffered a crippling case of decision paralysis. But the whole experience did tickle some brain cells on a problem that has bugged our ACKS group before - how to identify items?
Really the problematic items here are the command-word items (wands, staves, swords of charming, those sort of things) and some of the edge-case passive items like rings of fire resistance. Potions are easy enough to get with Alchemy, scrolls are quickly deciphered with Read Languages, and we tend to let people determine the bonus of a suit of magic armor or a weapon after sparring with it some (we assume fighter-sense and combat experience provide a fairly good sense for how much better than normal those sort of things are, and I'm way too lazy to keep those secret in use for any longer than I have to). But I think the keys to handling charged item identification are suggestive descriptions and blind activation.
To say that Nethack's wand descriptions are suggestive would be quite misleading, as they're random, but they are at least consistent and got me thinking about charged-item description, which we have to far slacked on pretty hard. Perhaps all detection wands have a small crystal ball embedded on the end of a stick whose type is appropriate to the type of detection, or offensive wands appeared charred, or so forth. This lets players get a general idea of the type of a wand, but not its exact function.
Blind activation is something which Nethack does do well, and it is one of the standard ways to identify wands. ACKS, however, has no clear facility for it. Upon a re-reading of the magic item identification rules and the wands, staves, and rods rules, it's not entirely clear whether the user needs to know a command word or just sort of points and clicks. Given the sort of hilarity that building experimental wand-testing setups can result in, I'm inclined to rules in favor of blind activation (particularly with the caveat that a blindly-activated staff will use one of its capabilities at random). Limiting blind activation to Magical Engineers and Arcane Dabblers (both at -4) might also be reasonable (also wow, I never realized bards got Arcane Dabbling for free... that's a pretty serious proficiency at mid-to-high levels). In either case, there's still a trade-off; running a full identification will tell you how many charges it has, but will take time and money, while a blind activation takes maybe a turn but burns a charge and has a chance of frying your whole party if it turns out the copper stick with a piece of amber on the end that you thought was a wand of treasure detection is actually a wand of lightning...
Other thought - Alchemy II is kind of a bummer, and given how potion miscibility works in ACKS, it would be cool if there were a way for players to pre-identify the 'potion countdown' (potency?) of a given potion so that they could better plan their imbibing. I'm sort of thinking potency identification on 18+ for Alchemy 1, then +4 extra per further rank (as usual) so that taking Alchemy II lets you more than double your ability to do it. On the other hand, alchemy is already quite good on the whole, and allowing methods to pre-determine potency generates more paperwork / record-keeping.
I also sort of want to build an extensive themed potion descriptor table for parties lacking an alchemist, but given how often that prof gets taken and how effective it is, I'm not sure it's worth the effort.
Really the problematic items here are the command-word items (wands, staves, swords of charming, those sort of things) and some of the edge-case passive items like rings of fire resistance. Potions are easy enough to get with Alchemy, scrolls are quickly deciphered with Read Languages, and we tend to let people determine the bonus of a suit of magic armor or a weapon after sparring with it some (we assume fighter-sense and combat experience provide a fairly good sense for how much better than normal those sort of things are, and I'm way too lazy to keep those secret in use for any longer than I have to). But I think the keys to handling charged item identification are suggestive descriptions and blind activation.
To say that Nethack's wand descriptions are suggestive would be quite misleading, as they're random, but they are at least consistent and got me thinking about charged-item description, which we have to far slacked on pretty hard. Perhaps all detection wands have a small crystal ball embedded on the end of a stick whose type is appropriate to the type of detection, or offensive wands appeared charred, or so forth. This lets players get a general idea of the type of a wand, but not its exact function.
Blind activation is something which Nethack does do well, and it is one of the standard ways to identify wands. ACKS, however, has no clear facility for it. Upon a re-reading of the magic item identification rules and the wands, staves, and rods rules, it's not entirely clear whether the user needs to know a command word or just sort of points and clicks. Given the sort of hilarity that building experimental wand-testing setups can result in, I'm inclined to rules in favor of blind activation (particularly with the caveat that a blindly-activated staff will use one of its capabilities at random). Limiting blind activation to Magical Engineers and Arcane Dabblers (both at -4) might also be reasonable (also wow, I never realized bards got Arcane Dabbling for free... that's a pretty serious proficiency at mid-to-high levels). In either case, there's still a trade-off; running a full identification will tell you how many charges it has, but will take time and money, while a blind activation takes maybe a turn but burns a charge and has a chance of frying your whole party if it turns out the copper stick with a piece of amber on the end that you thought was a wand of treasure detection is actually a wand of lightning...
Other thought - Alchemy II is kind of a bummer, and given how potion miscibility works in ACKS, it would be cool if there were a way for players to pre-identify the 'potion countdown' (potency?) of a given potion so that they could better plan their imbibing. I'm sort of thinking potency identification on 18+ for Alchemy 1, then +4 extra per further rank (as usual) so that taking Alchemy II lets you more than double your ability to do it. On the other hand, alchemy is already quite good on the whole, and allowing methods to pre-determine potency generates more paperwork / record-keeping.
I also sort of want to build an extensive themed potion descriptor table for parties lacking an alchemist, but given how often that prof gets taken and how effective it is, I'm not sure it's worth the effort.
Labels:
ACKS,
Equipment,
Magic Items,
Nethack
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