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It sounds stupid maybe but err dexterity checks?

Posted: Mon Feb 10, 2003 12:59 pm
by snarf
What do you guys think about dexterity checks... if you fail you get moved to another room.. is handy for the one thing that you tend to do a lot when you're doing paper & dice rpg..

about the code, seems like it's not that different from speco_teleport and the demon version of it.. probably no delay though..

Snarf

Posted: Mon Feb 10, 2003 8:25 pm
by disaster
the same objection has been raised to other posts before, but i don't like this because we don't have fixed room sizes. sure, it makes sense to fall from the hallway through a door when you trip. if you're moving from the middle of the corn field to the gate at the end of the property though, that would have to be one heck of a trip. i prefer just sticking with the ability to put currents into rooms, and mess people up that way if that's your intention when writing an area.

Posted: Tue Feb 11, 2003 12:28 am
by Everybody
I'm not sure what you're proposing in the first place, snarf.... a room that automatically moves you unless you make a dex check? or dex checks on certain events that move you if you fail? I'm not overly familiar with when they would come up in rl rpg sessions, so I'd appreciate some filling in...

Posted: Wed Feb 12, 2003 11:49 am
by Sozz
I'm with EB on this one...I have no idea what you mean by a 'dexterity check'. My first instinct was that it would be sort of like a demon-only teleporter like at the beginning of RC's, where it would only teleport you if your dexterity was so high...but if that's right...what would be the point?
:?

Sozz

Posted: Sat Apr 03, 2004 10:46 pm
by kiri
Huh? to the original idea.