Currently, the word “trampling” is used to mean two different things:
It may be best to rename AF_TRAMPLE to AF_KNOCKBACK.
Mechanic conceived on ##crawl by keskitalo:
20:24 < Keskitalo> We should let large monsters trample small enemies, i.e. if they kill it, they get a free move if they were going to the same direction.
Subsequent discussion provided the following finer points:
Amulet of Stasis should probably prevent being pushed away. I'm a bit uncomfortable with it because it's a physical effect, but since the amulet already prevents physical berserk (being pissed off) then it's already too late. Am I right both Clarity and Stasis prevent all sorts of berserk ? — b0rsuk 2010-09-07 19:57
Player berserk is anything but physical, and it's hard to see what an amulet that concerns itself with things like enchantments and translocations is going to do about getting rammed by several tons of elephant. — og17 2010-09-07 21:08
By extension, it would be cool to have players trampling as well. Some issues:
Why do we want player trampling in the first place? It's cool, sure but it also
Eventually, we may move this page to the weapon move page Combat Maneuvers & Weapon Reform — it is similar in spirit to sidestep, I think.
Obviously, if player trampling makes it into the game (and perhaps already when monster trampling appears), we will want to list sizes in monster description. And looking at a monster could add a line like You can possibly trample this monster.
A prompt Do you want to trample the rat? (y/n)
is out of the question. Instead:
Regarding the comments the first installment of this page, it seems highly desirable to make plain meleers to play exactly the same as they do know: no surprises, no forced moves.
It is not really clear whether we need all eight size types (although the system is appreciably coarse already). og17 suggests to only use five steps (tiny, small, medium, big, huge) and have trampling occur at two sizes difference (perhaps with a special rule: tiny being trampled by everything larger, and huge trampling everything smaller).
evtkalo suggests that only large player species get the trample benefits. This would make them stand out much more, but cause inconsistencies (monster orcs can trample rats, player orcs can't). This will inevitably draw many complaints, even if it turns out to be the best solution gameplay-wise.
It would be possible to make the matter a bit more complicated by taking monster/player shape into account. (So nagas would have fewer trampling opportunities than trolls). For monsters it is not that bad, they could simply get a trampling parameter. A simple solution for player species that dpeg likes is to link chance of trampling to innate (no modifiers) Strength. Together with size, this could make trolls and ogres significantly better tramplers than their peers.
zannick 2010-08-25 05:25: I am not sure anyone has suggested exactly this trample idea: Why just for monsters attacking enemies? For example, if a rat is between a player and an ogre in a corridor, with both the rat and ogre hostile to the player, the ogre, who presumably doesn't care at all about the rat, could just step on it to get next to the player, perhaps killing it, or injuring it and forcing it behind the ogre. In short, large enough creatures ignore the presence of the really small ones and step on them.
I was going to write this in a dedicated “Sizes” page, but I'm not ready yet. I have a similar idea: size allows to shoot and cast spells over smaller monsters. This would mean tall monsters can shoot over smaller ones. It works both ways - ogre conjurers or throwers could fire at dangerous monsters in a crowd, but would also be more at risk. I need to think about the specifics, formula etc. — b0rsuk 2010-08-07 18:23
“Trample” is already well-used; I would suggest borrowing a term like 'overrun' or 'overwhelm' from wargaming instead.