#4630
Rogues should get bonus AC, using some formula that scales with increasing Dexterity and XL.
Rogues should get bonus AC, using some formula that scales with increasing Dexterity and XL.
Various effects for armor pieces based on their randomized description:
Attempting to pick a lock with low Dexterity has a chance of jamming the lock, making it impossible to pick or use a key on. Opening magic and forcing the lock can still be used.
Quaffing a potion of speed should exercise dexterity. Possibly only if it is non-cursed.
Rolling boulder trap hit chance and damage is based on dexterity and not AC, for how much you can jump out of the way. Only high dexterity will allow you to dodge the boulder entirely.
Stealing gloves (also possibly named “rogues gloves” or “gauntlets of thievery”). 0 base AC, and Rogues begin the game wearing a pair. When you hit a monster barehanded while wearing them, you deal no damage (and don’t train bare handed combat skill) but you get a Dex-versus-monster-AC chance of stealing a random non-equipped item or some gold out of their inventory. You can also attack a peaceful monster with them to attempt to steal something; in addition to the Dex-vs-AC roll, this requires passing both another Dex check and a Cha check for them not to notice. If the Dex check fails, you don’t steal anything successfully; if the Cha check fails, they notice (waking up if asleep) and get mad. If the stolen item is currently equipped, there’s no Cha check; the monster just gets alerted and angry.
When you step onto a pit or hole, your chance of falling in is based on your Dexterity rather than being the usual flat 20% chance for traps.
Boost healers’ starting Dexterity; they should be better at delicate surgical procedures than the minimum Dx:7 implies.
You have a small Dexterity-based chance of catching a potion thrown at you instead of having it break on you (this chance is zero if you cannot see the thrower.)
Additional temporary effects accompany drinking a potion of booze. The effects wear off when the confusion does (so if you extend it by, say, drinking a potion of confusion, the effects are prolonged). There is consensus that there should be both positive and negative effects; all of the following have been proposed:
Condensing all of NetHack’s poison mechanics into one unified mechanic:
Determining whether you escape or dodge trap effects should be based on stats like Dexterity and maybe role and XL, rather than Luck.
You can loot trees to get less fruit than you might by kicking it, but the chance of getting bees is much reduced. This might fail, in which case you might fall out of the tree and abuse Dexterity or something similar. If you are polymorphed into a Y, it has a 100% chance of success; if a human or elf, probably 80%; if an orc, 40-50%; if a gnome or a dwarf, 1-5%.