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Things I miss about Dungeon Master

Posted: Sat Jul 14, 2012 5:19 pm
by billko
Characters had proficiencies, but you could make any characters do anything.
  • I hate that, in LOG, a mage is a mage and no one else can cast a spell. In DM, I used to take a brute who had ZERO mana, have my mage give him a potion of mana, and then the brute would cast as many water spells as he could (only one rune, and cast it into a flask). Eventually he would start levelling up in magic and start generating his OWN mana! I was so proud of him when he cast his first weak little fireball! :D Imagine a fireball-slingin' Conan...
Doors were one tile.
  • You could trap uglies under the door and close it on them. It was like having a fifth fighter on your side! (Of course, if YOU got caught under the door by accident...)
But I absolutely LOVE this game!

Re: Things I miss about Dungeon Master

Posted: Sat Jul 14, 2012 11:20 pm
by Crash
I too miss these features, but look at it this way. LoG is it's own game, and a very good one, that will hopefully lead to more content and sequels. Because it is not Dungeon Master, there is always the possibility that those who own the property will license or develop an updated Dungeon Master someday, perhaps with the help of a Kickstarter or something. I think that I wanted LoG to be DM, but after playing it I am just happy it is a great game.

Re: Things I miss about Dungeon Master

Posted: Sun Jul 15, 2012 3:31 am
by billko
Oh yeah, for sure! I'm not complaining. This is a GREAT game! :)

Re: Things I miss about Dungeon Master

Posted: Sun Jul 15, 2012 11:13 am
by Darklord
Enemies that flee, chasing down an enemy is satisfying! ;)

Daniel.

Re: Things I miss about Dungeon Master

Posted: Sun Jul 15, 2012 9:56 pm
by PeyloW
Dungeon Master's magic system. Legend of Grimrock has a good magic system, DM had a great system. Mostly I miss that there is no notion of the strength of a casted spell.

Re: Things I miss about Dungeon Master

Posted: Mon Jul 16, 2012 1:22 am
by pulpum
the levels of spells in DM were excellent.

there was a lot of monsters too...

Finally I always had the feeling that the dungeon "lives"... monsters seems to have their life, not just waiting to be killed (ok I was 12) :P

Re: Things I miss about Dungeon Master

Posted: Mon Jul 16, 2012 3:57 am
by Lyverbe
PeyloW wrote:Mostly I miss that there is no notion of the strength of a casted spell.
Oh, right, I forgot about that feature. Indeed, it was fantastic.

I also miss the fact that you can't practice spells. Somewhere around level 7, you had a small room generating 2 rats (food) with water nearby. You could practice your spells there for hours if you wanted to and become a super Gothmog.

Re: Things I miss about Dungeon Master

Posted: Mon Jul 16, 2012 5:33 pm
by Goffmog
Lyverbe wrote:
PeyloW wrote:Mostly I miss that there is no notion of the strength of a casted spell.
Oh, right, I forgot about that feature. Indeed, it was fantastic.

I also miss the fact that you can't practice spells. Somewhere around level 7, you had a small room generating 2 rats (food) with water nearby. You could practice your spells there for hours if you wanted to and become a super Gothmog.
There was a room like that with 4 screamers (sometimes less) that would spawn. Back in the day my brother and I used to call it "screamer heaven" - I remember it used to take about half an hour to shift all the bits of surplus screamer slice from one floor tile to the next :) The natural multi-class system and gaining of experience and skills purely from practice is the only thing from DM that I don't think any other RPG since then has quite done right. Bethesda almost had it right with Daggerfall but never really managed to make it balance with the way they scaled the monsters - and have watered it down significantly in Skyrim. IMO, classes and skill points go hand in hand with loot syndrome. Having no stats for items, and few types of item available, is another thing I loved about DM - I could decide for myself which weapons were my favourites and why, by experimentation, rather than accountancy... I do miss power levels for spells, but the Grimrock system has an elegance about it that I wouldn't want to mess up - and there's less of a requirement for it due to the skill/spell progression system in Grimrock.

While wer're on the subject though, my favourite ways to grind levels up in DM were:

fighter: rapier->jab->screamer
ninja: punch->screamer
priest: wand->calm->screamer
wizard: light, then fireball->screamer

Never had an archmaster though :) I think level 4 master was as far as I got with anyone, not including the level bonus for holding the complete firestaff.

Re: Things I miss about Dungeon Master

Posted: Mon Jul 16, 2012 7:48 pm
by PeyloW
Goffmog wrote:
Lyverbe wrote:Never had an archmaster though :) I think level 4 master was as far as I got with anyone, not including the level bonus for holding the complete firestaff.
As a teenager I had way to much time on my hands, actually trained a full party all the way up to Archmage in Ninja by throwing a dagger repeatedly at the door down by the dragon. It took it's fair time, yet I was bested by my lil sister who got at least one character to Archmage in all four without the staff.

Have to do a +1 for liking non-visible stats on items. Determine if a weapon is good by trial and error adds something, and it do make you go for the item you kind of like, not just comparing numbers.

Re: Things I miss about Dungeon Master

Posted: Tue Jul 17, 2012 10:20 am
by Darklord
PeyloW wrote: Have to do a +1 for liking non-visible stats on items. Determine if a weapon is good by trial and error adds something, and it do make you go for the item you kind of like, not just comparing numbers.
This is one of the hardcore options for LoG I believe.

Daniel.