I was thinking about the munchkin aspects of rangers, and I thought of the
following scenario. A ranger with a bow of extra shots can face Morgoth
at
normal speed and not fear a double-move!
The way energy is currently implemented, each time a char with 4 shots
fires
ammo, 25 energy [1/4 normal turn] is used up. Thus, a monster 4 times as
fast
does not get a double-move while you are shooting. However, if you are
resting, you use 100 energy at a time and are susceptible to a double-move
even though you are waiting prepared to attack as M comes through a bend
in
the corridor.
I think it is bad that you are better off firing arrows into a wall while
waiting for a monster to round a corner [or walk through it with
killwall].
Surely it is better for resting to use 10 energy at a time to avoid this.
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On a related note, though this is not the point of my request, perhaps
melee
should be changed to that when you attack a foe with multiple blows/round,
if
it turns out that the foe would get a double-move, but using proportional
energy for fewer than full blows would only allow a single move, it might
be
better to stop the player after the fewer number of blows. For example, a
char with 4 blows attacking a monster at double speed could attack only 2
blows per round, and then there are no double moves.
--------------
These ideas only apply to melee/shots. Spells presumably cannot be split
over
multiple rounds. In fact, perhaps spells should require gameturns rather
than
energy. It might not matter how quick you are if a spell needs to be
spoken
with a particular cadence. That's probably too much effort to implement
and
rebalance. I'm just thinking out loud here.
Eddie


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