Could we get some kind of assessment of a door's durability upon looking at it? E.g. weak, standard, or hard.
And maybe for covert folks, a way for them to gauge how difficult a lock might be, if they don't already have that ability.
I am really enjoying all the useful information that's been added to 'look around' over the past couple of years. Doors could use a little of the same treatment, I think.
See door durability and/or lock difficulty
- Buzz K[ir]ill
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It would also be great if we could get doors that are lockable but see-through, like actual gates.
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That last part you can do by getting a coded window added to the room. (Which you could possibly just write as peeking through a gate.)
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How about appraise/inspect exit <direction> or something? Maybe takes some mv per attempt, so it's not too easy to case a joint?
I'd suggest it pull from an appropriate skill but maybe that's overcomplicating things too much.
I'd suggest it pull from an appropriate skill but maybe that's overcomplicating things too much.
For pick, maybe 'pick appraise (direction/object)'
And perhaps just look <direction> could return the door strength when it's closed.
Currently:
l north
The gate is closed.
could be :The gate is closed. It appears weakly/ordinarily/strongly made.
And perhaps just look <direction> could return the door strength when it's closed.
Currently:
l north
The gate is closed.
could be :The gate is closed. It appears weakly/ordinarily/strongly made.
- Buzz K[ir]ill
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I prefer making it a visible action over applying a random MV cost, but that's just me.-+[-__-]+- wrote: ↑Mon Sep 17, 2018 1:46 pmHow about appraise/inspect exit <direction> or something? Maybe takes some mv per attempt, so it's not too easy to case a joint?
I'd suggest it pull from an appropriate skill but maybe that's overcomplicating things too much.
- Buzz K[ir]ill
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Ooorrr, instead of paying for two custom hidden notake window items, I could pay for an affordable seethru flag, is my thinking.Starstarfish wrote: ↑Mon Sep 17, 2018 10:28 amThat last part you can do by getting a coded window added to the room. (Which you could possibly just write as peeking through a gate.)
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Buzz K[ir]ill wrote: ↑Mon Sep 17, 2018 7:30 pmI prefer making it a visible action over applying a random MV cost, but that's just me.
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Personally it doesn't make sense to me that it would cost MV to look at a door.
I like the idea of wrapping it up into Mercantalism with 'appraise north/south/east/west/up/down'. Those with high Mercantalism skill would realistically be able to identify the materials of the door, assess the quality of the craftsmanship, and maybe even be familiar with the maker of the lock. So that makes RP sense.
I like the idea of wrapping it up into Mercantalism with 'appraise north/south/east/west/up/down'. Those with high Mercantalism skill would realistically be able to identify the materials of the door, assess the quality of the craftsmanship, and maybe even be familiar with the maker of the lock. So that makes RP sense.
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MV is the mechanic we use to show a PC has invested some time or effort into something. I believe there was similar explanation behind adding MV cost to foraging or plant tending. 'freebie' information that helps you decide whether or not you're going to risk breaking your arm feels exploitable.
I like Buzz K[ir]ill's suggestion to make the action visible too, with or without an MV cost!
Rosie examines the east exit closely momentarily.
+ making sure you're actually close to that exit. I think that'd be fine.
I've thought before that you should have more info available if you're the @owner of a room too. I... often forget keywords on notake items in my phomes, for example, or if I've upgraded a door or lock. But I will throw that into a different thread!
I like Buzz K[ir]ill's suggestion to make the action visible too, with or without an MV cost!
Rosie examines the east exit closely momentarily.
+ making sure you're actually close to that exit. I think that'd be fine.
I've thought before that you should have more info available if you're the @owner of a room too. I... often forget keywords on notake items in my phomes, for example, or if I've upgraded a door or lock. But I will throw that into a different thread!
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