Skorpione und Spinnen
Moderator: Gamemasters
Skorpione und Spinnen
Wie ihr Alle wisst, gibt es Skelette und Totenköpfe, welche einfach
so in der Botanik herumliegen.
Mein Vorschlag wäre es, dass wenn man diese Totenköpfe
oder eben Skelette benutzt, dass eine Spinne oder ein Skorpion
gedropt wird, da diese sich gerne unter und in solchen
Umgebungen verstecken.
So könnte man vieleicht mit einer Wahrscheinlichkeit von 2500/1
einen Totenschädel aufheben, oder ein Skelett untersuchen,
mit einer bösen Konsequenz.
Auch könnte man an Skeletten, welche in der Landschaft
liegen, schlechte Waffen oder Schilde finden, oder einen
Ring.
Das würde den non-violent Spielern zu Gute kommen.
Eine mögliche Drop-wahrscheinlichkeit, wäre dann 6000/1.
so in der Botanik herumliegen.
Mein Vorschlag wäre es, dass wenn man diese Totenköpfe
oder eben Skelette benutzt, dass eine Spinne oder ein Skorpion
gedropt wird, da diese sich gerne unter und in solchen
Umgebungen verstecken.
So könnte man vieleicht mit einer Wahrscheinlichkeit von 2500/1
einen Totenschädel aufheben, oder ein Skelett untersuchen,
mit einer bösen Konsequenz.
Auch könnte man an Skeletten, welche in der Landschaft
liegen, schlechte Waffen oder Schilde finden, oder einen
Ring.
Das würde den non-violent Spielern zu Gute kommen.
Eine mögliche Drop-wahrscheinlichkeit, wäre dann 6000/1.
- Pellandria
- Posts: 2604
- Joined: Fri Oct 04, 2002 6:06 pm
- Location: Running around
- Contact:
- Pellandria
- Posts: 2604
- Joined: Fri Oct 04, 2002 6:06 pm
- Location: Running around
- Contact:
Man muss sie ja nicht alzu stark machen. Vieleicht könnte man diesen
Drops sogar das Gift ganz nehmen.
Nur würden vieleicht verostete kleine Ringe oder anderes
Kleinzeug, bei einem Skelet logisch sein.
Ich sag ja nur, wer nicht in dungeons oder auf Schatzsuche geht,
sollte auch mal die Möglichkeit haben etwa zu finden,
was er sonnst nicht findet.
Die Dropraten werde ich auch gerne nochmal ausarbeiten,
wenn es auf Zustimmung stösst.
Drops sogar das Gift ganz nehmen.
Nur würden vieleicht verostete kleine Ringe oder anderes
Kleinzeug, bei einem Skelet logisch sein.
Ich sag ja nur, wer nicht in dungeons oder auf Schatzsuche geht,
sollte auch mal die Möglichkeit haben etwa zu finden,
was er sonnst nicht findet.
Die Dropraten werde ich auch gerne nochmal ausarbeiten,
wenn es auf Zustimmung stösst.
Zu den Glücksfunden:
Glücksfunde können nich dadurch erfolgen, dass man etwas benutzen muss. Denn so kannst du tasuend mal shift+click machen bist du was hast; das ist kein Glück.
Anderer Ansatz:
Es kann immer weider mal vorkommen, dass ein Char eine Meldung bekommt wie "Du meinst unter dem Stein dort hinten etwas aufblitzen gesehen zu haben.", dann geht er zum Stein und macht shift+click und wenn er Glück hat, findet er was nettes. In diesem Fall ist das Glück tatsächlich Zufall.
Und je höher die Wahrnehmung, desto höher ist die Chance so eine Nachricht zu bekommen. (Natürlich kann es auch Nachrichten geben, die zu keinem Fund führen und nur "Einblidung" waren).
Glücksfunde können nich dadurch erfolgen, dass man etwas benutzen muss. Denn so kannst du tasuend mal shift+click machen bist du was hast; das ist kein Glück.
Anderer Ansatz:
Es kann immer weider mal vorkommen, dass ein Char eine Meldung bekommt wie "Du meinst unter dem Stein dort hinten etwas aufblitzen gesehen zu haben.", dann geht er zum Stein und macht shift+click und wenn er Glück hat, findet er was nettes. In diesem Fall ist das Glück tatsächlich Zufall.
Und je höher die Wahrnehmung, desto höher ist die Chance so eine Nachricht zu bekommen. (Natürlich kann es auch Nachrichten geben, die zu keinem Fund führen und nur "Einblidung" waren).
- Kranek
- Posts: 986
- Joined: Thu Nov 25, 2004 3:57 pm
- Location: http://www.acrobatis-pyrum.de.vu
- Contact:
- Kranek
- Posts: 986
- Joined: Thu Nov 25, 2004 3:57 pm
- Location: http://www.acrobatis-pyrum.de.vu
- Contact:
i you too , Estralis;
Nice basic attemt , yet i get a bit more...descriptive...on this proposal;
define;
A = static / deco;
and "rottables" after initiation;
B = interactor;
C = trap;
D = empty;
E = container;
1.) char examine A
-> only-Player-emote ((for example)) "you take a look at the pile of bones , stone , whatever"
-> dice out and spawn (graphical matching) B / C / D / E ((on top of A));
((they (-B/C/D/E) have a encounter - marker implemented , defining possibilities;
as like:
-C switch ((depend on char-attrib));
-D switch ((depend on char-attrib));
-undead corpse,
-spiders hive,
-scorpion,
-rotten corpse;
-a thieves hidingplace;
-some slugs breeding;
-a furry animals nest;
etc.))
IF B rotts it is replaced ONCE by a B2 , which has the same marker , yet a doubled danger of fail;
IF B2 rotts it is replaced by a B3 which has a D marker , yet a triple danger of fail;
IF B3 rotts , it gets deleted regularly , and A gets accessible again,
((Here i see some danger of exploit-arranging a circular course to "harvest" ,
running from one object to the next;))
2.)EXAMINING the B object gives some clues about the expectable happening , depending in its accuracy on perception;
for example: ((spiders hive; "You see a lot of fresh cobwebs among these bones / the bottom of this stone / behind this old statue ...etc."))
for example: ((furry animals nest; "You hear some rustling and some kind of faint squeaking from beneath the stone."))
for example: ((undead corpse; "There is a body laying on the floor in a wickedly disarranged pose , something seems wrong about its limbs angles."))
for example: ((thieves hidingplace; (("There are some weeds showing a knot infront of this stone / There is some small carving upon this stone...etc."))
3.)USING the B object triggers a matching autoemote ((or not)) and deletes the B object AFTER spawning a C , D or E object ,
depending on dice;
->"char takes a look below the stone / char turns some bones of the skeletton . . .etc"
->for example: ((furry animals nest; "As char examines the stone , some furry thing appears , and bites his/her finger. . ."))
((=> tiny Health loss , small chance of infection; avoid-throw by DEX ))
->for example: ((scorpion; "As char rummages around between the bleached bones , he/she suddenly retreats his/her hand , staring upon it..."))
((=> small Health loss , poisonlike stamina-drain , depending on severity of diced out danger , no massive HealthDMG; avoid-throw by END;))
->for example: ((undead corpse; "As char longs in direction of the rotten corpse , it begins to twist and shrug its joints , rising with a terrifying hiss upon its decaying lips..."))
((=> spawn undead creature , as diced out))
->for example: ((thieves hidingplace; "As char occupies with the stone / statue , suddenly a snapping sound is heard , and char shrugs back a bit.."))
((=> Small up to severe Health loss , depending on dice and chars DEX / END ))
4.)USING the C , D or E object makes the possible reward spawn ((or not)),
as like treasurehunt , one has to kill the guardians in case of -undead corpse , -spider hive , -giant hornets hive etc.etc.
to receive the reward.))
->for example: ((furry animals nest; "you have found some old piece of jewelry."))
->for example: ((scorpion; "you have found some kind of raw gems , between which the animal had hidden"))
->for example: ((thieves hidingplace; "you found some rotten leatherbag with some coins / precious stuff / etc."))
->for example: ((furry animals nest; "there was nothing within the animals nest , only some old , empty nutshells..."))
->for example: ((furry animals nest [[if diced as D ]]; "there was nothing within the animals nest , only some dried weeds and old remains..."))
->for example: ((furry animals nest [[if diced as herbal-E ]]; "there was nothing within the animals nest , only some dried remains , and a shrinked , wrinkly root of some kind..."))
->for example: ((furry animals nest [[if diced as non-dangerous]]; "there was nothing inside the animals nest , except that animal that tried to bite you..."))
->for example: ((furry animals nest [[if diced as dangerous-D ]]; "there was nothing inside that animal nest , exept that pretty aggressive motherly thing , that nearly bit your finger off ,
to protect its very , very , very precious looking , furless offspring..."))
...to be continued
Nice basic attemt , yet i get a bit more...descriptive...on this proposal;
define;
A = static / deco;
and "rottables" after initiation;
B = interactor;
C = trap;
D = empty;
E = container;
1.) char examine A
-> only-Player-emote ((for example)) "you take a look at the pile of bones , stone , whatever"
-> dice out and spawn (graphical matching) B / C / D / E ((on top of A));
((they (-B/C/D/E) have a encounter - marker implemented , defining possibilities;
as like:
-C switch ((depend on char-attrib));
-D switch ((depend on char-attrib));
-undead corpse,
-spiders hive,
-scorpion,
-rotten corpse;
-a thieves hidingplace;
-some slugs breeding;
-a furry animals nest;
etc.))
IF B rotts it is replaced ONCE by a B2 , which has the same marker , yet a doubled danger of fail;
IF B2 rotts it is replaced by a B3 which has a D marker , yet a triple danger of fail;
IF B3 rotts , it gets deleted regularly , and A gets accessible again,
((Here i see some danger of exploit-arranging a circular course to "harvest" ,
running from one object to the next;))
2.)EXAMINING the B object gives some clues about the expectable happening , depending in its accuracy on perception;
for example: ((spiders hive; "You see a lot of fresh cobwebs among these bones / the bottom of this stone / behind this old statue ...etc."))
for example: ((furry animals nest; "You hear some rustling and some kind of faint squeaking from beneath the stone."))
for example: ((undead corpse; "There is a body laying on the floor in a wickedly disarranged pose , something seems wrong about its limbs angles."))
for example: ((thieves hidingplace; (("There are some weeds showing a knot infront of this stone / There is some small carving upon this stone...etc."))
3.)USING the B object triggers a matching autoemote ((or not)) and deletes the B object AFTER spawning a C , D or E object ,
depending on dice;
->"char takes a look below the stone / char turns some bones of the skeletton . . .etc"
->for example: ((furry animals nest; "As char examines the stone , some furry thing appears , and bites his/her finger. . ."))
((=> tiny Health loss , small chance of infection; avoid-throw by DEX ))
->for example: ((scorpion; "As char rummages around between the bleached bones , he/she suddenly retreats his/her hand , staring upon it..."))
((=> small Health loss , poisonlike stamina-drain , depending on severity of diced out danger , no massive HealthDMG; avoid-throw by END;))
->for example: ((undead corpse; "As char longs in direction of the rotten corpse , it begins to twist and shrug its joints , rising with a terrifying hiss upon its decaying lips..."))
((=> spawn undead creature , as diced out))
->for example: ((thieves hidingplace; "As char occupies with the stone / statue , suddenly a snapping sound is heard , and char shrugs back a bit.."))
((=> Small up to severe Health loss , depending on dice and chars DEX / END ))
4.)USING the C , D or E object makes the possible reward spawn ((or not)),
as like treasurehunt , one has to kill the guardians in case of -undead corpse , -spider hive , -giant hornets hive etc.etc.
to receive the reward.))
->for example: ((furry animals nest; "you have found some old piece of jewelry."))
->for example: ((scorpion; "you have found some kind of raw gems , between which the animal had hidden"))
->for example: ((thieves hidingplace; "you found some rotten leatherbag with some coins / precious stuff / etc."))
->for example: ((furry animals nest; "there was nothing within the animals nest , only some old , empty nutshells..."))
->for example: ((furry animals nest [[if diced as D ]]; "there was nothing within the animals nest , only some dried weeds and old remains..."))
->for example: ((furry animals nest [[if diced as herbal-E ]]; "there was nothing within the animals nest , only some dried remains , and a shrinked , wrinkly root of some kind..."))
->for example: ((furry animals nest [[if diced as non-dangerous]]; "there was nothing inside the animals nest , except that animal that tried to bite you..."))
->for example: ((furry animals nest [[if diced as dangerous-D ]]; "there was nothing inside that animal nest , exept that pretty aggressive motherly thing , that nearly bit your finger off ,
to protect its very , very , very precious looking , furless offspring..."))
...to be continued