Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Lionheart site updated

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,046
Location
Behind you.
Tags: Lionheart: Legacy of the Crusader

The <a href="http://lionheart.blackisle.com">official Lionheart site</a> has been updated, containing gobs and gobs of new info about the upcoming CRPG scheduled for release this <b>August</b>. There's new information on <a href="http://lionheart.blackisle.com/races.html">races</a>, <a href="http://lionheart.blackisle.com/races.html#traits">racial traits</a>, <a href="http://lionheart.blackisle.com/races.html#skills">the list of skills in the game</a>, and much more!
<br>
<br>
<blockquote><b>Find Traps / Secret Doors:</b>
<br>
Ability to visually detect hidden traps and doors.
<br>
Initial Value Based On: Perception, Luck, Agility</blockquote>
<br>
<br>
I am kind of curious if this is correct. What would <i>Agility</i> have to do with <i>visually detecting</i> traps?
<br>
<br>
Thanks to <b>Jessica Urquhart</b> for the head's up.
<br>
 

Section8

Cipher
Joined
Oct 23, 2002
Messages
4,321
Location
Wardenclyffe
It doesn't have to be visual. You're perceptive enough to feel a tripwire touch your ankle, but unless you're agile there's probably not a lot you can do with that knowledge. But then again, that's just an abstraction, and if there are chances to dodge traps based on agility implemented then that's a better way of representing an agile character reacting as the trap is set off, a la D&D's Reflex Save.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,046
Location
Behind you.
Section8 said:
It doesn't have to be visual. You're perceptive enough to feel a tripwire touch your ankle, but unless you're agile there's probably not a lot you can do with that knowledge. But then again, that's just an abstraction, and if there are chances to dodge traps based on agility implemented then that's a better way of representing an agile character reacting as the trap is set off, a la D&D's Reflex Save.

But the description even says visually in it.

I agree that reflexes might be the way to do it, but I'm not sure that would be agility either. You could clumsily stumble in to a trap and still reflex out of it.
 

Spazmo

Erudite
Joined
Nov 9, 2002
Messages
5,752
Location
Monkey Island
Maybe, once again as in D&D, finding traps and disarming them is all in one skill, in which case the agility modifier is totally justified.
 

Crazy Tuvok

Liturgist
Joined
Dec 17, 2002
Messages
429
I agree with using agility as a modifier for disarming traps, but I think what Saint is pointing out, and I agree, is that using agility to modify something explicitly visual makes little sense. Perception makes more sense if the mechanics of the game are such that disarming traps is based on visual detection.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom