Re: Challenge: Dynamical Man
- From: adomplayer@xxxxxxxxx
- Date: 2 Sep 2006 12:55:04 -0700
But why call this "dynamical man"?? It is the opposite, "undynamical
man". You are obviously a complete retard, and this does make me want
to play your stupid challenge game :P
The-J-Man wrote:
There have been weight related challenges before, such as the Carbon
Fiber man Challenge, requiring the PC to have no more than 100 Stone at
any given time. I propose:
Dynamical Man: The PC does not believe he can give or take from the
Drakalor chain, and as such, the weight of the equipment the PC carries
cannot change throughtout the game. If the PC's equipment changes
weight, through dropping, picking up, replication of si, etc., he/she
must change the weight of his/her equipment to be equal to the starting
weight before moving to a different square.
Exceptions:
D:49 in which case you must throw the lightest thing you have.
Falling down the deep rift, in which case you must try to even things
out as soon as possible
I see a few things happening here:
1) Gold will be valuble, as it is very "liquid" in the weight
department. For small items like herbs and potions, dropping gold is
the easiest way to be able to pick them up, without loosing the potions
and herbs you already have. Also, it is an easy way to make something
weighing 80s heavy enought to trade for something weighing 100s. Also,
gold on the floor is usefull, because of the weight restrictions
applied to food. Early in the game, it is hard to find enough gold to
weigh 100/200s, but later in the game with herbs and cooked lizards,
it's easy to find a pile of gold weighing 1s or 3s. ("Oh, great,
there's a pile of money, now I can eat")
2) Food in the begining will be very challenging. The PC will mostly
have to survive off of corpses, which in the begining, are not that
readily available. For this reason, I suggest a class/race with food
preservation, or with deminished food consumption. With herbs and
cooked lizzards later in the game, food will not be as much of a
problem.
3) The si: like gold, but heavier, meaning you don't have to cary as
much. Also, the problem with gold is that the piles you find are very
light, and not really enought to exchange for much. With the si, you
just have to drop the duplicates if you don't have enough to trade.
Problem with the si: You have to check you weight very often. With this
annoyance, I might skip the si entirely.
4) Shops are almost completely out of the question, considering most
items are not worth their weight in gold. Maybe with a good haggling
skill, you might be able to pull it off, but I wouldn't even bother.
Any comments?
.
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