Comments (3)
This is related to #9 ; the lighting level being bad rewards PCs with Night Vision and who bothered to pack light sources or learn light spells. It also interacts with monster abilities and makes combat interesting.
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Things to consider:
- Floor properties (is it slippery, uneven, ankle deep mud, or flooded, or overgrown?)
- wall properties (smooth, rough, wood? get out the climb skill details and look at what matters)
- Ceiling height (for flight spells, and for climbing)
- Put some features up high explicitly; ledges, balconies, etc. These require climbing and can require acrobatics.
- chasms/rivers without bridges
- pit-tunnels as an alternative to stairs down, requiring roping or climbing down.
- temperature! Temperature tolerance isn't just for crossing the desert or mountains any more!
- Mana level, sanctity level, and natures power. #16
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Some concealed treasures could be stashed on high ledges!
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Related Issues (20)
- Add a fodder/worthy/boss label HOT 1
- bazillion doors created - only a few shown HOT 2
- Nul wandering monster table created HOT 2
- Update springs HOT 1
- How to handle modifiying data files on the fly? HOT 5
- Set piece rooms
- Decorations need to be rewritten for mad libs code HOT 1
- Create a central monster registry in preparation for supporting quests and monster customization HOT 1
- Mega Hexes HOT 1
- Create TSV files HOT 1
- No dungeon appearing after latest commit HOT 1
- Labels not created on all rooms HOT 1
- Describe dungeon entrances
- Generate a wilderness encounter table for the environment. HOT 1
- Add NPC adventurer encounters
- Add double doors to really big rooms.
- Wandering monster enhancement: home room? HOT 2
- Aisled halls
- Convert from hybrid PrototypeJS to only jQuery
- Improve layout and design by adding Bootstrap HOT 1
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