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Messages - Creaphis

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Okay thanks, I wouldn't have guessed that. This is still a poor implementation because in the player's mind "initiative" just determines who gets the first turn and then it's completely forgotten. When someone summons a doppelganger it feels completely random whether it gets a "free" attack round or not. This is also a design that punishes players for having high initiative. Instead of being placed last in the initiative order, doppelgangers should be placed in the order just in front of whatever summoned them (so that everything else gets a turn to act first).

2
When enemies use bilocation and spawn in dopplegangers, they get to attack immediately before the player gets another turn. When the player casts bilocation, the dopplegangers don't act until after the enemies' next turn. This is inconsistent. The simplest way to resolve this and make them mechanically consistent would be to change enemy dopplegangers so that they don't get to move or attack until the player has had one turn. This would also make it possible for the player to respond to the mental breakdown + bilocation combo before dying immediately.

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