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dcss:planning:wont_do [2017-10-03 07:47]
amalloy Add an entry on varying power of melee attack types vs various kinds of enemies
dcss:planning:wont_do [2017-10-03 07:51] (current)
amalloy Embellish explanation a bit.
Line 48: Line 48:
   * Different amounts of defence against different kinds of physical damage   * Different amounts of defence against different kinds of physical damage
     * (e.g., skeletons weak to maces and strong vs daggers as in D&D)     * (e.g., skeletons weak to maces and strong vs daggers as in D&D)
-    * This mostly adds complication without any kind of noticeable effects. If the effect is strong enough to change player behaviour at all, then it will be in ways we don't actually want to encourage because they're not any fun, like needing to carry weapon swaps for dealing with specific enemy types. We already have hydrae, and they're bad enough on that front.+    * This mostly adds complication without any kind of noticeable effects. If the effect is strong enough to change player behaviour at all, then it will be in ways we don't actually want to encourage because they're not any fun, for example: 
 +      * Good players must memorise a table of what kinds of weapons are best against every kind of enemy, armour, etc. 
 +      * Good players must carry weapon swaps for dealing with specific enemy types. We already have hydrae, and they're bad enough on that front.
  
 You can also check [[graveyard:start | The Graveyard]] for other concepts. You can also check [[graveyard:start | The Graveyard]] for other concepts.
  
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dcss/planning/wont_do.txt · Last modified: 2017-10-03 07:51 by amalloy
 
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