Nosave Movement

Started by Sephiroto, November 11, 2010, 12:34:35 AM

I was just considering the possability of a nosave for movement to help players avoid honest mistakes.  Even when we're paying attention, sometimes we walk the wrong direction and bad things happen.  Nosave Movement could prevent a PC from walking in a direction that openly indicates a falling or trap-style room in the sdesc.  No sane character would simply wander 'over the edge' or 'a gigantic pool of quicksand' but sometimes we players have accidents.  Do any players feel that this code bit would be beneficial?  Personally, I like that it could prevent a lot of stupid deaths.  Conversely, it negates some of the risks of exploring which could be positive or negative, depending on the point of view.

There's already a movement check for climbs.  I also don't like the fact that you can succeed a climb check but then fall straight into a pit full of a dozen, starving halfling.  Maybe this could be expanded?

In general, I would agree with this. Some drops, such as the edge of a nearby cliff or a fall off the pier into the silt sea, would seem easy enough to avoid. Sinkholes in the desert, or certain disguised pits along a certain road, however, shouldn't be avoided so well. I don't have an opinion on those psuedo-climb rooms, the ones that could look like it needs a climb check in the description, but doesn't have one.

At the least, I'd suggest "Over the edge" rooms be compliant with nosave movement.
Quote from: Niamh on September 24, 2009, 02:28:12 PM
Remember, you're never in trouble if you don't get caught!

Quote from: Wyx on June 28, 2009, 07:59:17 PM
Besides, the players know best

I agree with Xagon.  The "Over the Edge" rooms need that because it's coded that the next room is a drop off.
Fredd-
i love being a nobles health points

I would like nosave movement to break the follow command if the lead person decides to walk over the edge in any group, as apposed to a twenty car pile up at the bottom. It would seem that there should be a better chance that a train of people would not move like a herd of buffalo right over a cliffs edge.  
The funny little foreign man

I often hear the jingle to -Riunite on ice- when I read the estate name Reynolte, eve though there ain't no ice in Zalanthas.

This is probably my biggest coded want.

Oh, definitely. It would save a lot of characters from utterly unrealistic OOC deaths.

Anyways, I dig this idea.
Fredd-
i love being a nobles health points

There are some places where this should not work, though.
"I am a cipher, wrapped in an enigma, smothered in secret sauce."
- Jimmy James, the man so great they had to name him twice

Quote from: Potaje on November 16, 2010, 12:53:42 PM
I would like nosave movement to break the follow command if the lead person decides to walk over the edge in any group, as apposed to a twenty car pile up at the bottom. It would seem that there should be a better chance that a train of people would not move like a herd of buffalo right over a cliffs edge.  

     That image made me  :D  Thanks, P.  Love the idea, although I also agree that there are some areas that aren't obvious enough to warrant this.  A good compromise between playability and realism, methinks. 
No one can make you feel inferior without your consent.

- Eleanor Roosevelt

At the very least, add more movement lag/delay when going over a cliff's edge.

So people have a chance to type "stop".