Open tukkek opened 7 years ago
Of course this would also requite some images. A few ideas from the d20 SRD: Simple wooden; Good wooden; Strong wooden; Stone; Iron; wooden portcullis; iron portcullis; Barred Doors; Magic Seals; Magic Doors.
Some special doors on special dungeons would be cool, the d20 PF SRD lists, as examples: Bone, Mithral, Adamantine www.d20pfsrd.com/gamemastering/environment/dungeons
Some special doors might be magic, meaning that they require you to find a lever instead of unlocking it. It takes a knock spell, a dispel magic spell, or a successful Strength check to open such a door.
The base Door implementation leaves a lot of things unimplemented or unused in the game at large, see the source code.
Leverage typical Dungeon Traps for Doors. Maybe have the other effects as something else, maybe magical doors.
Dispel Magic should be able to affect magical traps and doors (using a roll instead of a take 10).
Disintegrate, cast peacefully, should be able to destroy a door or wall tile (a 10x10 cube technically).
With Dungeon names, it should be able to make Door keys that only work on a given Dungeon. This way is a better compromise between gamey (a key gives you a strategic choice of which door to use it on) and realistic (each key should function only on a single door). This should be combined with a chance of producing a key (maybe 50-75%, or a Table starting at 50±25) and per-doors-tier flood-like zoning.
Right now there wouldn't be much point in having doors in Dungeons, especially as the field of vision is very limited but there might be a way to reconsider it and make dungeon doors interesting. Things like trapped doors or doors that take a ruby to open (leading to better treasure) and just having the option going through a long corridor (higher chance of combat) to reach a door that shows an entire room at once could add some more interesting options to dungeon exploration (which right now is ok but pretty bland).
Basic door functionality would be to just remove the Door (extends Feature) when interacted with. While it is still there though it blocks the vision like a Wall would.
In general it would be a good idea to increase line of sight in dungeons since it's pretty tedious maneuvering around click by click with the mouse, so that'd be a plus while considering doors.
Another idea would be to have different door weights and sturdiness. The heavier it is, the more likely the chance of it creaking when opened and possibly resulting in a Random Dungeon Encounter. d20 also has rules for breaking doors open through Strength checks that could probably be translated well into Javelin. Here is the relevant section form the SRD but most certainly other OGL books expand on that.
To optimize door placement though it would probably be necessary to modify the dungeon generation algorithm to provide door hints, especially if other algorithms are included that create more traditional room-like dungeons. A fallback option would be to just search after the generation for places where doors would make sense and possibly introduce them there.