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Ring of Invisibility
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<blockquote data-quote="Jimlock" data-source="post: 5621987" data-attributes="member: 6674931"><p>LOL, agreed.</p><p></p><p></p><p></p><p>Me too. Moreover, my epitome of "good play" involves other things as well.</p><p></p><p>In my book, a character who does a such thing does not hide, (which involves the risk of being seen), instead he uses a powerful magical item that makes him completely disappear, thus eliminating the risk of being spotted.</p><p>However this powerful magical item has a down side. Every three minutes he has to speak a word or lose the advantage.</p><p></p><p>Now this factor is gonna make the player think more strategically of his approach: Perhaps three minutes is enough to tip toe in and tip toe out, having done what he was supposed to. Still if those three minutes are not enough, he's got to find ways of speaking the word unnoticed.</p><p></p><p>Perhaps he can coordinate it with a door's thud... or the ring of a bell...(like indy does with the seal)... or in a noisy room where a bunch of people are discussing... or do it while the wagon's wheels scritch, as the convoy leaves the castle... or simply he can do it when no one is around, in an empty room, an empty hall etc etc... If there are patrols taking turns, perhaps he has to count the time and act accordingly. </p><p></p><p>...In fact, this single factor, opens a rich chest for "good play" as you said it.</p><p></p><p>I am not saying that you can't have a good play without those things, of course you can, I'm just trying to explain my view/opinion on a "good play" as you put it, in respect to our common example.</p><p></p><p>Moreover, I believe that it is the downsides of situations that are gonna make for a better game. And this specific downside, to me, spices up things a great deal.</p><p></p><p>...One other thing. If you think that 3 minutes is too little for the given price, just think of what you could have achieved in real life with a Ring of Invisibility that expires after 3 minutes.</p><p></p><p>3 minutes, is a LONG time.</p><p></p><p>One single example that springs to mind:</p><p></p><p>You enter a mall casually. you enter the WC and you activate it while it's empty. You leave the WC and reach the Apple store. You stuff a dozen ipads in a bag that you already carry while people are distracted. You leave the Apple store and you go home. There you offer all 12 ipads to your girlfriend as a present for starting her dance classes. You know she has just bought a new collection of plates as you also know how she would love the ipads as sous-plats for her plate collection....</p></blockquote><p></p>
[QUOTE="Jimlock, post: 5621987, member: 6674931"] LOL, agreed. Me too. Moreover, my epitome of "good play" involves other things as well. In my book, a character who does a such thing does not hide, (which involves the risk of being seen), instead he uses a powerful magical item that makes him completely disappear, thus eliminating the risk of being spotted. However this powerful magical item has a down side. Every three minutes he has to speak a word or lose the advantage. Now this factor is gonna make the player think more strategically of his approach: Perhaps three minutes is enough to tip toe in and tip toe out, having done what he was supposed to. Still if those three minutes are not enough, he's got to find ways of speaking the word unnoticed. Perhaps he can coordinate it with a door's thud... or the ring of a bell...(like indy does with the seal)... or in a noisy room where a bunch of people are discussing... or do it while the wagon's wheels scritch, as the convoy leaves the castle... or simply he can do it when no one is around, in an empty room, an empty hall etc etc... If there are patrols taking turns, perhaps he has to count the time and act accordingly. ...In fact, this single factor, opens a rich chest for "good play" as you said it. I am not saying that you can't have a good play without those things, of course you can, I'm just trying to explain my view/opinion on a "good play" as you put it, in respect to our common example. Moreover, I believe that it is the downsides of situations that are gonna make for a better game. And this specific downside, to me, spices up things a great deal. ...One other thing. If you think that 3 minutes is too little for the given price, just think of what you could have achieved in real life with a Ring of Invisibility that expires after 3 minutes. 3 minutes, is a LONG time. One single example that springs to mind: You enter a mall casually. you enter the WC and you activate it while it's empty. You leave the WC and reach the Apple store. You stuff a dozen ipads in a bag that you already carry while people are distracted. You leave the Apple store and you go home. There you offer all 12 ipads to your girlfriend as a present for starting her dance classes. You know she has just bought a new collection of plates as you also know how she would love the ipads as sous-plats for her plate collection.... [/QUOTE]
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