Difference between revisions of "RL Terrain"
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By R.Dan Henry (wikied by abcgi - with permission) | By R.Dan Henry (wikied by abcgi - with permission) | ||
(And now slightly improved for the web by the original author.) | |||
<pre> | <pre> | ||
Inspired by the "Of bottomless pits and invisible walls" thread awhile | Inspired by the "Of bottomless pits and invisible walls" thread awhile | ||
ago, I did some thinking about the types of effects different types of | ago, I did some thinking about the types of effects different types of | ||
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slows movement (mud) | slows movement (mud) | ||
speeds movement (faerie path) | speeds movement (faerie path) | ||
blocks incoming movement (wall) | |||
prevents outgoing movement (tar pit, bear trap) | |||
randomizes movement (oil slick, ice) | randomizes movement (oil slick, ice) | ||
teleport (typically a trap effect, often a "terrain" in RLs) | teleport (typically a trap effect, often a "terrain" in RLs) | ||
changes level (trap door) | changes level (trap door) | ||
movement more or less tiring (increases hunger rate or use | movement is more or less tiring (increases hunger rate or use | ||
of fatigue; likely an alternative to speed changes) | of fatigue; likely an alternative to speed changes) | ||
modifies stealth (squeaky floor, pillows) | modifies stealth (squeaky floor, pillows) | ||
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(desert increases thirst counter rate) | (desert increases thirst counter rate) | ||
racial (or class) bonus/penalty (Elf gets +10 to actions in | racial (or class) bonus/penalty (Elf gets +10 to actions in | ||
forest terrain) | forest terrain, Rogue get +10 on city street terrain) | ||
religious influences (piety does not time out for worshippers | religious influences (piety does not time out for worshippers | ||
of Sea God while on ocean terrain) | of Sea God while on ocean terrain, prayer bonus on holy ground) | ||
Item Effects: | Item Effects: | ||
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(swamp terrain makes scrolls mildew) | (swamp terrain makes scrolls mildew) | ||
polymorphs item (lava cooks dropped food, ice turns potions | polymorphs item (lava cooks dropped food, ice turns potions | ||
to frozen | to frozen potions) | ||
Combat Effects: | Combat Effects: |
Revision as of 07:00, 8 May 2005
By R.Dan Henry (wikied by abcgi - with permission) (And now slightly improved for the web by the original author.)
Inspired by the "Of bottomless pits and invisible walls" thread awhile ago, I did some thinking about the types of effects different types of "terrain" can have in a roguelike. Of course, as usual with such lists, using all of these effects in one game would be... well, probably too much of a good thing. Possible example applications in parentheses. Movement Effects: normal movement (default) slows movement (mud) speeds movement (faerie path) blocks incoming movement (wall) prevents outgoing movement (tar pit, bear trap) randomizes movement (oil slick, ice) teleport (typically a trap effect, often a "terrain" in RLs) changes level (trap door) movement is more or less tiring (increases hunger rate or use of fatigue; likely an alternative to speed changes) modifies stealth (squeaky floor, pillows) Character Effects: causes damage [amount, type] (lava) causes status changes (desert makes you "overheated", tall grass makes you "hidden" if small) grants experience (first time on terrain is a new experience) drains stats, experience, fatigue points, etc. (unholy ground) increase/decrease hunger, thirst, regeneration rate(s) (desert increases thirst counter rate) racial (or class) bonus/penalty (Elf gets +10 to actions in forest terrain, Rogue get +10 on city street terrain) religious influences (piety does not time out for worshippers of Sea God while on ocean terrain, prayer bonus on holy ground) Item Effects: destroys items (lava, ice) (dis)enchants items (mana node) curses/blesses item (holy ground) damages item [corrosion, mildew, durability points lost] (swamp terrain makes scrolls mildew) polymorphs item (lava cooks dropped food, ice turns potions to frozen potions) Combat Effects: improve/decrease evasion or attack (mud reduces evasiveness) blocks missiles (wall) hinders missiles (firing through brush reduces chance to hit) aids missiles (firing into death zone terrain doubles damage) destroys missiles (firing over lava destroys arrows) special effects (if hit on ice, chance to slip and fall) elemental attacks influenced (ice bolt over lava loses strength) Other Effects: block LOS (wall) self-illuminating (lava) subject to change (dry grass may burn, low ground may flood) encounter types (monster, item generation keyed to terrain) obvious or not (quicksand and traps hidden) summoning effects (brambles produce ticks) spell-casting boni/penalties/mods (healing is more effective on holy ground) These effects can be automatic, optional (set off/avoid known trap), allow a saving throw or skill roll of some kind, or vary based on factors like species (spiders on webs), movement mode (flying over mud), intrinsics, items, statuses (drowning may depend on burden status) or skills (if you have Swimming you don't drown). Some of these suggestions are fairly exotic, but could be just the things for the right game. R. Dan Henry danhenry@inreach.com