|
Torches
Mar 31, 2012 9:15:17 GMT -5
Post by DM Arsescratcher on Mar 31, 2012 9:15:17 GMT -5
With regard to the changes to torches, will players know how long the torch or lantern has left to burn?
I get that one torch would burn out, but it would be unrealistic for an experienced adventurer to head out with a couple of almost empty empty oil lanterns or an almost consumed torch.
Perhaps they can be given charges like the camping kits? One charge keeps the flame alive for an hour or so? That way players would know when they need replacing.
|
|
|
Torches
Mar 31, 2012 13:35:13 GMT -5
Post by kalbaern on Mar 31, 2012 13:35:13 GMT -5
With regard to the changes to torches, will players know how long the torch or lantern has left to burn? I get that one torch would burn out, but it would be unrealistic for an experienced adventurer to head out with a couple of almost empty empty oil lanterns or an almost consumed torch. Perhaps they can be given charges like the camping kits? One charge keeps the flame alive for an hour or so? That way players would know when they need replacing. I'm still swapping them out in stores and loot assortments, but ... - Lanterns and Torches will burn out after 10 minutes of real life use. Its currently closer to 16, but the next update changes that. - They'll have a -10 penalty to HIDE checks. - They'll grant a +2 bonus to SPOT and SEARCH checks. - They will begin to dim and you'll see a message stating they are about to die out when they get down to the 1 minute mark. This feature won't be active until we update though. - Items with an open flame will burn things like webs and trolls (torches, candles, candelabras), while lanterns only provide light. - Longer lasting or items with charges will not be available. Torches and the rest are pretty common to find here both as creature drops and low level loot assortments like bone piles. I also like to keep things simple. I've already adapted "Ainur's" old scripts from FRMD and FRC (originally created by "Locash"), and both trimmed them and made one script cover all of the items instead of having one for each. Making items with charges or that can be "refilled" would require more scripts adding to overhead and inflating resources that I deem better spent elsewhere. **I'm still updating the creature land placeable loot assortments along with stores. We've alot of both, so it could take more than one update to finish them.
|
|