Search found 22 matches

by boucman
Fri Mar 19, 2004 8:53 am
Forum: General Discussion
Topic: Floor inscriptions
Replies: 30
Views: 19456

actually, I think what you are thinking is quite close to the future tome3 new rune system...

int ome3 you can add flags to objects. the rune system only do this on special rune stones, but I don't think anything prevents engraving of any objects...
by boucman
Mon Mar 15, 2004 4:42 pm
Forum: Ideas
Topic: damage ranges instead of dies
Replies: 9
Views: 42037

to elaborate a little, the dice doesn't express a meer damage range, there is also a probability factor comming in if you throw 1d6, all result are equiprobable, however, with 2d6 2 is 1/1 3 is 2/1 1/2 4 is 1/3 2/2 3/1 5 is 4/1 3/2 2/3 1/4 6 is 5/1 4/2 3/3 2/4 5/1 7 is 6/1 5/2 4/3 3/4 2/5 1/6 8 is 6...
by boucman
Mon Mar 15, 2004 10:56 am
Forum: Archives
Topic: [Norseband] What should be done with runecraft?
Replies: 6
Views: 19849

I couldn't find a description of the new runecraft system on the forum...

is it available somewhere ?
by boucman
Sun Mar 14, 2004 9:05 pm
Forum: Archives
Topic: [Norseband] What should be done with runecraft?
Replies: 6
Views: 19849

IIRC, runecraft was rewritten for T3, so it's hard to say if that will be a good system for norseband...

it might be interesting to implement the future T3 system into the current T-Plus to give it some testing... Not sure if it's worth the extra work though
by boucman
Wed Mar 10, 2004 6:33 pm
Forum: General Discussion
Topic: Dungeon levels in ToME: revamping desired ?
Replies: 22
Views: 15637

I'll second that, DG

it should use the metric system anyway

:twisted: :twisted:
by boucman
Tue Mar 02, 2004 8:38 am
Forum: Archives
Topic: [Norseband] Should the Sanity stat be retained?
Replies: 5
Views: 17710

I don't know of norsern mythology that much, so I can't really answer... It all depends whether insanity was common in that mythology. Do you have many legends where the hero turns crazy (even temporarly) or do you have a crazy god ?
by boucman
Tue Feb 17, 2004 2:42 pm
Forum: Ideas
Topic: God Quests
Replies: 22
Views: 68644

maybe that could be a way to make hard gods easier to please. easy god would give hard quest early, hard gods would give quests later.
by boucman
Fri Feb 06, 2004 1:50 pm
Forum: General Discussion
Topic: World wide idea: An International ToME Meeting!
Replies: 21
Views: 13670

IIRC, DG isn't in Paris...
by boucman
Fri Feb 06, 2004 11:59 am
Forum: General Discussion
Topic: World wide idea: An International ToME Meeting!
Replies: 21
Views: 13670

Darkgod, where are you located, I know at least one other forum member in Paris, and I know another one in Bezier....
by boucman
Sun Jan 04, 2004 10:13 am
Forum: Spoilers
Topic: The final hurdle
Replies: 35
Views: 31719

Normally, that's the point where you should start writing modules... after all, youve already did some map macking and I'm sure lot of module writers would love to have a very experimented player designing some of their quests... I see a job oportunity here... :twisted:
by boucman
Thu Jan 01, 2004 5:24 pm
Forum: Spoilers
Topic: A day in the life?
Replies: 16
Views: 12487

oups sorry :oops:
by boucman
Thu Jan 01, 2004 3:45 pm
Forum: Spoilers
Topic: A day in the life?
Replies: 16
Views: 12487

that's not really a spoiler, more like a strategy question... the fact that armor encumbers monks is documented isn't it ?
by boucman
Thu Jan 01, 2004 9:14 am
Forum: Spoilers
Topic: A day in the life?
Replies: 16
Views: 12487

do it, it'll be a great read... I am especially interested in the "all the details" parts I'm sure all experienced players have different strategies for going back home/ when to swap etc which are nevere discussed, whith such a post, we would have interesting discussions on subjects never ...
by boucman
Wed Dec 31, 2003 10:47 am
Forum: Archives
Topic: Developing my modules after T-Engine 3.0.0?
Replies: 2
Views: 13664

I think a "testing area for cool idea" module would be usefull, there are heaps of ideas round this forum which look good on paper but would prove unbalencing/broken/whatever when implemented. A module with 10 different types of alchemist fixes to test, all sort of weird spells for sorcero...
by boucman
Wed Dec 10, 2003 8:49 am
Forum: Ideas
Topic: New spell ideas
Replies: 41
Views: 158724

any spell or spell effects that don't "just deal damage" alway make the game more interesting (though it could lead to game balance issue, do not use without medical advice) the haste but confuse one is a good example of such a spell... I'd cast it in the middle of a group of ennemies to h...