Re: DCSS Unarmed Combat Ideas..



On Sep 29, 2:21 am, Nils <n.pipenbri...@xxxxxxxxx> wrote:
Hi there.

Since there has been some discussion about UC I've played a bunch of
monks lately. It was fun, but as Peter mentioned in the other thread
after a while you reach a point where it becomes hard to deal with the
enemies.

Yesterday I reminded that someone had the idea of some martial-arts like
special abilities that come with the higher UC skill.

Two things that came to my mind:

  - Backflip: Just like your ordinary unarmed attack plus two steps into
the exact opposite direction of the attack. Great to get out of trouble
quickly. Maybe make it strategic harder by giving confusion if you hit a
wall during your backflip (ouch).

  - Unarm: Obviously this would only work on armed monsters. :-)

As a suggestion: Backflip could start with a "poor" chance at UC level
10 and Unarm with "poor" at skill level 15. The chance raises with UC
level, Dex and maybe evasion skill.


I think the backflip is a bit odd, but the disarm idea is nice.
Reminds me of UO, where if you had high wrestling skill, and high
stealing skill, you could disarm an opponent mid-fight and proceed to
steal his weapon! Many a vanquishing weapon was gained that way by
the sneaky wrestler ...

This made me think of World of Warcraft. Warriors in that game get a
crazy fun ability called charge. Charge basically causes the warrior
to instantly "blink" (move really fast) right up against a given
opponent (has to have a path).

When I play a tank in this game, one of the challenges is when I'm in
an open area and facing one, or several opponents with a ranged attack
ability (centaur packs, massive orc patrols, Saint Roka!!). Slick
maneuvering, blink scrolls, cowering in corridors are all good
strategies for this, but I think a charge ability would be wonderful!

Would be neat to have a Trog, or maybe Okawaru ability on a small
timeout that would let you instantly charge (teleport next to) one
monster in your los. At higher levels of invocations, it could
possibly come with a small stun (1d3 turns?), and at even more extreme
levels of Invocations, add some damage to the attack ... Think of
running like a bullet train and slamming into your opponent with your
shield at full force and sending him reeling. This could possibly
be overpowering, but it would be nice to have an immediate offensive
option available to the player.

Similarly, orc-packs could employ this technique. Imagine stumbling
upon an orc knight, and sundry other orcs, and the knight instantly
charges you forcing you to engage. As long as these things are
balanced, I think they add a great flavor to the game.

.



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