Talk:Tables of Zang
From Zangshin
Room size * modifier = -endurance points
- Terrain Type Modifier
- Forest 3
- Jungle 4
- SandDesert 2
- RockDesert 1.5
- Plains 1.5
- Tundra 2
- Icesheet 2
- Hills 3
- Mountains 5
- HighMountains 6
- Swamp 5
- Bog 4
- City 1.3
- Ocean 2
- Lake 1
- River 1.5
- PavedRoad 1
- DirtRoad 1.3
Oblivion uses a fatigue bar, together with hp and mana. It fills up quite fast and basically reduces the number of actions u can do in shor tsuccessions. For example the weight of a weapon influennces how fast fatigue goes down when swinging. So you can swing a light weapon more often then a heavy one before needing respite.
I like the idea of the modifier. This basically equates to the "roughness" or "harshness" value I imagined. So that deep sea is harsher then shallow sea for example. And things like dense forest or high mountain might be so harsh as to be barely passable. This modifier could also influence speed. In realtime terms there might just be a small delay moving from one hill room to another, but when crossing highmountains with a physically weak character, it might actually take long enough to warrant a few intermediate messages during transit, such as "you set of across rough mountenous terrain, you climb over rock faces and trecherous grounds, you finally arrived at the next room" that sort of thing. So for example a group that want to cross a mountain have to move at the pace of the slowest/weakest member and so on.
This could also implement heavy armor penalties, such as a light footed, barely dressed elphe ;) could move faster across grassy plains then a warrior kitted out with 200 pounds of armor.
