Re: Tentative Entombed 2 Design Decisions

Sounding good, even if you are literally throwing people to the wolves! I definitely like the idea of different damage types, and of materials still being in the game sinse while hardness got to be a pain in the neck lower down finding the different types of weapons was always fun. This also woul go with the iea of creating different shops in the town which have more possibilities of different items, sinse manifestly if we have different damage types and protections to play with there are more factors for the game to use, though a compare key will be essential in this situation so that things don't become too stat and minimax heavy..

I do have a couple of questions. Firstly, will the teeth material always be the same, or will you need to invent different materials for each monster. For example, there could be all sorts of monsters that  bite, but if the teeth material is the same hardness, then they'll probably be less deadly when you get further on, or would you specify a different type of teeth with an increased hardness, for example wolves might have wolf teeth which is relatively soft compared to direwolf teeth.

Also, if you have defined an attack such as a bite already, will that make all future bights the same in terms of their properties and damage, because obviously a snake bite or a lizard bite might be different from a wolf bite, eg, a snake bite might be poisonous, or a lizard bite might be more of a pierce damage etc.

Btw, I do love the idea of different defined damage types and specialized protection, sinse not only does this mean more of an elemental system, as well as different sorts of armour, but also if enemies will be weak to specific damage the possibilities of enemies which require very different tactics, for example insubstantial enemies who take no physical damage from crushing slashing and piercing, but can be harmed by the elements or magic.

Btw, with the above challenge suggestion I was think ing in terms of the idea of resting resetting the challenge meater as we discussed, so the idea that the more fights a player had gone through without rest, the more likely they would be to encounter tougher and more unique monsters, finally with the ultimate conclusion of a final special enemy once the floor was cleared, (assuming the player's party managed to clear the hole floor without needing to rest).

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