mithril wrote:I repeat that currently if Bob reaches the stairs and the monster cannot kill Bob in one turn, then monster HP, Bob's own attack, and everything else is completely irrelevant except as determining how many times Bob will have to stair cheat before killing the stairs halting monster.
Oh, you meant it as in "so he can hop in and out of the level and plink the wyrm to death" rather than "stop him reaching the stairs at all". I misunderstood, sorry

. In this example, the player controlling Bob was just concentrating on getting out of the level alive, not getting through it no matter how much scumming it required; after all, a wyrm can summon drakes which can summon hatchlings as well as dole out pain. If he
did try to stair-scum his way through the wyrm and its soon-to-be-summoned minions, he'd be stair-hopping for a
long time - forever maybe, if enough drakes show up. He'd be scuppered either way if he was a summoner.
mithril wrote:Yes, obviously this would make the game more difficult for those using stair cheating constantly. Maybe you will have to hang around somewhat longer on lower levels and explore more carefully in order to find or buy more items such as detection items or better elemental resists before going deeper. Maybe you simply have to be more careful instead of charging straight on as quickly as possible. Most likely not a bad thing. Strategy and caution instead of mindless stair cheating for most supposedly "hard" monsters is most likely more enjoyable.
Replace stair-scumming for level-scumming, then? Are their characters out there without sensing capabilities who really carry masses of enemy detection scrolls, using them as often as an archmage uses sense? ... Seriously? And Bob
was being careful. Between fighting a futile battle with the wyrm, teleporting into unknown territory or fleeing, fleeing was the smartest choice. Remember, the main exploit we're trying to fix is stair-scumming, not plain running.
mithril wrote:I also repeat that being in a situation where a monster can blast you twice in a long corridor is not something unique for a corridor close to stairs so Bob's problem could have happened anywhere regardless of how stairs function.
If this situation happened in the middle of a level, phasing would be a more viable alternative. When faced with a truly powerful enemy who I thought seriously risked my character's life by being on the same level as it, my top priority would be - you guessed it - getting off the level.
If you're in enough trouble to be fleeing, you're either injured or have enemies on your tail. Combat/HP denying the use of stairs would punish cowards (a legitimate strategy

) far more than stair-scummers. NPCs following you off the level would solve stair-scumming similarly, and treat cowards to a long and, dare I say,
enjoyable dungeon-wide flight until they can turn the tide of the battle, shake their pursuers with teleportation/speed, or leave the dungeon entirely. I think enemies leaving you alone once you've left the dungeon completely could be a small concession to players: After all, an enemy would be more likely to chase you if you just went down a flight of stairs, not if you ran screaming into the sunset entirely, and if you have to stair-scum on the very first level of a dungeon... what are you doing there?
Edit: Just noticed Shoob's idea after posting:
Shoob wrote:monsters follow you if their speed is greater than or equal to yours, but even if they follow you, you still have a percent to lose them (based on your cunning and dex vs (their speed - your speed) and their dex)
This seems nice - a cunning rogue would be better at giving enemies the slip rather than a romping, stomping fighter.