hermbot wrote:How many turns (roughly) do I really have before OOD monsters appear? I'm not interested in hanging out on a level too long, but I find myself descending somewhat quickly to avoid an OOD encounter. Perhaps I've read too many warnings about scumming and have an irrational fear, so if I had a handle on what is considered "too long" to stay on a level, that would be helpful.
henzell wrote:Crawl sometimes generates unusally hard monsters to keep you on your toes. The maximum possible is a 9 level difference, or 5 on D:1; add 12 as a special farmer penalty which only triggers after ~1k turns and is quite rare even then.
In practical terms, it takes a
long time to trigger the out of depth scumming retaliation. Will almost never happen in normal play. I've only seen it happen if you take waaay too long clearing a floor- like being forced to lure, kite, column dance, full mp restore wait, and /or stair dance every single monster / group of monsters on an entire floor (normal floors at least. This doesn't seem apply to scary branch ends where this style of play is the norm
anyways).
So unless you're playing something fragile and underpowered with no choice but to drag things out, or you're purposely taking your time on a mummy, it shouldn't happen.
One measure you can take though- go upstairs to wait and do your healing. This is generally safer (provided the stairs are close by and safe to reach), and you increase the timer on a floor you're done with anyways.