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Dungeon crawl stone soup vampire assassin
Dungeon crawl stone soup vampire assassin




  1. Dungeon crawl stone soup vampire assassin how to#
  2. Dungeon crawl stone soup vampire assassin manual#
  3. Dungeon crawl stone soup vampire assassin professional#

This represents the type of knowledge required to successfully identify the valuable loot on the body.

dungeon crawl stone soup vampire assassin

  • Aberration/Construct/Elemental/Ooze: Arcana check.
  • Celestial/Fey/Fiend/Undead: Religion check.
  • Beast/Dragon/Monstrosity/Plant: Nature check.
  • If the players were fighting the creature and killed it in combat, they must make the appropriate check in order to claim the loot. Some items may have been already stolen, not remain on the creature after death, or have rotted beyond use. If a creature dies naturally or its body was found hours or days after death, it is up to the DM what items remain. 150), while higher CR creatures can give items that are equivalent to or craftable into magic items.
  • Make basic balance considerations - lower CR creatures should give items about equivalent to adventuring gear (PHB pg.
  • Some items can't be used until they are crafted into a workable item by someone trained with the proper equipment. 1d4 small items can count as a single items, and tattered equipment (see below) doesn't count.
  • Number of items found on a creature should approximately equal CR.
  • Maybe a cleric gives up their holy symbol when they get the chance to use angel feathers as their magic focus instead.Īs for creating the items themselves, I have a few goals while writing the items: Maybe they have a shield crafted from a Bulette shell and a sword that is an Ankheg leg after their fight with the Cult of Elemental Earth. I love the idea of a character who picks the useful bits from the bodies of his fallen foes. But I think martial characters should change as well, aside from just getting more scars and injuries. Wizards get zanier, warlocks get corrupted, druids get more plant- or animal-esque, and clerics become more eminently divine. I like the idea that the appearance of a character changes drastically over the course of their adventures. This probably comes from my beginnings as a story gamer - it was expected that you would have some sort of character development over the course of our 6-8 month campaigns.īut there's more than just updating character traits.

    Dungeon crawl stone soup vampire assassin professional#

    There are professional game development houses who could probably learn some things about game design from these guys.Whenever I get the chance to play D&D, I think a lot about how my character changes between sessions, and over the course of the campaign.

    Dungeon crawl stone soup vampire assassin manual#

    It still kinda blows my mind that DCSS has a section in the manual devoted to their design philosophy for the game.

    Dungeon crawl stone soup vampire assassin how to#

    One of the things that's impressed me most about the people developing Stone Soup is their restraint - part of making a good game (or most any creative work, really) is knowing when to leave something out, when to remove something that was previously in the game, but doesn't really serve a purpose any longer (or that the devs can't figure out how to implement effectively).

    dungeon crawl stone soup vampire assassin

    At any rate, this page, while probably somewhat out of date, still illustrates the "let's add a ton of stuff, change a few things, and drop almost nothing" design mentality that makes me avoid this variant.) For god's sake, the title is an acronym for "Super Lotsa Added Stuff Hack - Extended Magic", so I'm not sure why you're confused or offended by my statement.

    dungeon crawl stone soup vampire assassin dungeon crawl stone soup vampire assassin

    (If you want to get technical, SLASH'EM is a direct descendant of a variant of NetHack, but I'm still not sure where any "loaded terminology" comes into play, either with that part or with my query about it containing more stuff. NetHack already has lots (and lots and lots) of built-up layers of legacy "cruft" (in this case, items, game mechanics and conventions from previous/other Roguelikes and which are of dubious gameplay value) that don't necessarily make the game fun - and in some cases, actively hinder the fun for many players - but that are basically "grandfathered in" at this point. When I said "stuff", I meant items and features within the game itself. Not what I'm talking about - Vulture doesn't really add anything to the gameplay, it "merely" makes the presentation somewhat more pleasant and user-friendly (Vulture happens to be virtually the only way I've played NetHack since I first tried the former). Are you next going to express the thought that extra "stuff" like Falcon's Eye & Vulture's Eye are in your opinion unnecessary?. I would say it has more variety & therefore more varied gameplay. ValamirCleaver: Yes it's an enhanced, NetHack variant I suppose one could describe it that way if one wanted to use loaded terminology.






    Dungeon crawl stone soup vampire assassin