ridiculous indeed.Wobbler wrote:Pay closer attention to your ob/spellcasting abilities and you will notice the ridiculous panic effects.
After 20 or so hitnflee OB was reduced by 4. since I was buttnaked i also got 2 light wounds and 1 deep one.
after just standing still after that for few seconds the OB went down another 2 points. So, after a 20+ hit'nflee total of 6 points loss in OB. including the inflicted wounds.
I'm sure that it will differ by situation, but still, I wouldnt call it massive drawback.
No, this is not my intention. Traps dont have to be hugegroup. I'd actually really like to see more 1on1 fights.Do you really mean that instead of trying to outplay their opponents, everyone should just create hugegroup traps?
I can understand your points and it surely would make things worse in such cases - but, if the change is done carefully I'm sure such problems would be avoided.The only ways I can think of to encourage someone to stand still and suffer damage from every opponent present is to make him so powerful that no matter how much damage he sustains he still wins (who should be selected for this superpower and who will fight him then?), or make it impossible to have more than one player attacking the same opponent at the same time - both of which would be far inferior to the current system.
You see, the multiple flee penalty would be exactly the thing that would encourange you to stand still a little bit more.
I try to rephrase my idea. flee as such should work fine for lets say 2 or 3 times. just like it works now. If you are the victim, overrun by more powerful opponents than yourself, you can use those "freebies" to get away. If you suck at running away and have to to it more times you then will probably die alot faster because of multiple flee penalty and loss of stats.
If you are the attacker you dont suffer any penalty unless you start to flee. You do it 2 or 3 times to regroup or gain advantage in whatever way you need it but when you do it more than lets say 2 or 3 times you will start to suffer multiple flee penalty. That could (and should) actually change the outcome of the battle. Previously underpowered victim suddenly becomes more powerful because he fights without fear and previously stronger attacker would become weaker because of fear and covardly tactics.
This would most definetly make things a little bit more interesting and would favor the ones who prefer to hold their ground. Ultimately players would adapt and change their tactics so that flee is not a first tactical choice in battle but rather the last one, when all other means of beating your opponent(s) have been exhausted. And you have to flee to save your butt.
So basically I'd just like to see a change in overall tactics so that there would be somewhat more enjoyable fights and another tactics than just hit'n'flee. Making the flee to have penalty when used alot is right now the easiest way I can think of to accomplish that.
And yes. the cumulative effect should only last for a very short time. Lets say that a tick or so, not more. So if you flee and have time to rest for few moments, before you are attacked again you again have those 2-3 "freebies".
For attacker this is also useful if he/she uses such tactics, but victim is probably by that time long gone.
Hopefully I made myself clear this time. If i didnt - well. tough luck. I seriously hope that immortals and coders give it a deep thought. In my eyes - it would make things a little bit better and a little bit more interesting. But then again I could be very wrong and it would make things alot worse.