Hi everyone!
I am working on an early stage dungeon crawler and i came up with a movement issue.Here it is:
Lets say i am in ROOM A and when i defeat the monsters i want to go from ROOM A to ROOM B.The distance between these two (for example purpose) is 15 blocks.
My champions movement is 5. My champion just defeated the monsters so now there is "Free" time meaning that if no monsters exist in the room and everything is defeated the "overlord" or "bad guy" does not do anything until the next encounter.Also there is no turn restriction in the game(like, do the quest in 20 turns or fail etc).
My problem is that because of that "Free" time the champion will just teleport to ROOM B (skipping all those 15 blocks) instead of using his speed(5).
Of course this is a reasonable thing to do from a players perspective and i would do the same.
I find this issue really annoying and bad design.Is this true?Or maybe is this "flaw" acceptable?Are there any other games that have this "flaw".
To solve this i thought of giving some kind of penalty like every 3 non combat turns the "bad guy" gains one token and does something with that just to make players to move at their speed and counting turns instead of just teleporting from door to door on their "free" time or some penalties on treasure cards or trap cards but nothing seemed to be good enough and/or reasonable.
My last thought was to make players move on a world map and just play the encounters/fights on the board and then continue to travel on the world map but i feel that this way the game loses its crawling effect.
I hope i described the problem in a proper way and you will understand that silly thing that bugs me.
What are your opinions/suggestions?
What do you like most in general?
Thanks for all your suggestions.
@X3M Yes i understand.So thats why i though it would be better for players to travel in a global map and just fight any encounters in a different board and then continue their journey on the global map.My concern is that there is no crawling feeling that way but i prefer this than warping between rooms.
@Willem Verheij Thank you i will definitely check these rules to see whats going on.
@ElKobold I will consider this area movement instead of space movement ,thanks.I just feel that this warp thing seems clumsy.I find it somewhat silly to have a board big with corridors bridges and stuff and the players just warp above all these.Thats my opinion though and i do not have much experience thats why i asked you guys.
@TwentyPercent Thank that really helps.I like your suggestions but 1 and 2 most.i Have seen Myth loitering thing and its good but i dont think that could work on this game although i could use some of it.
@iamseph Hmm i will check Doom again.I have seen it before but i dont remember much