Acbosgd.156 net.games utzoo!decvax!ucbvax!ihnss!cbosg!cbosgd!mark Sun Nov 22 20:31:31 1981 quitting vs. getting killed in rogue The way the current game is structured, you get a large bonus for recognizing that you are about to have your brains bashed in and giving up. (Actually, you get a large penalty for NOT recognizing this - 10% of your winnings, to be precise.) The authors claim the motivation behind this is to make the player make a decision - there is some risk in continuing to beat on that monster when you are down to one hit point, but the reward is to be able to continue on in the game. In practice, there are many times when it is obvious that I'm about to die and there is nothing I can do about it. Examples include being trapped between two nasty monsters in a passageway, and being transfixed/held/caught in a trap/asleep while being beaten on. Even running up against a single nasty monster with your hit points down will do it if you don't have any magic and don't know where the stairs are. Can anyone suggest a more fair way to handle this? ----------------------------------------------------------------- gopher://quux.org/ conversion by John Goerzen of http://communication.ucsd.edu/A-News/ This Usenet Oldnews Archive article may be copied and distributed freely, provided: 1. There is no money collected for the text(s) of the articles. 2. The following notice remains appended to each copy: The Usenet Oldnews Archive: Compilation Copyright (C) 1981, 1996 Bruce Jones, Henry Spencer, David Wiseman.