New Feature: "Challenge Dungeons"
The game currently has 2 different types of "encounter":
- interactive Fights against "foes" (Oddity-Encounters + Fortresses)
- non-interactive Fights against "obstacles" (all non-oddity traces)
These are (for the most part) separated into two different sections of the gameplay.
- Voldemort's Cave
- "breaking into" Gringots-Dungeon
- "infiltrating" the Ministry of Magic
All of these reminded me of classic "Dungeons and Dragons"-style Adventures.
And with that being said I'd like to introduce
A new type of "campaign"-Adventure into "enemy territory", where you encounter all sorts of traps/obstacles/enemies... and are rewarded at the end.
Who's the target audience?
This style is targeted at
- varied groups of ADVANCED Wizards
- single Masterful Wizards (due to mechanics that you'll see in a bit)
As with D&D, it's far better to bring people who have your back, friends who can rescue you from a tight situation, allies whose strengths can compensate for your flaws.
How to start?
Given that this brings you to a special place, the best starting mechanic would be one that already incorporates "teleportation": Portkeys. So I'd introduce special "CHALLENGE-"Portmanteaus (max 1 per player, doesn't count towards the already existing Portmanteau/Portkey-Limit)
Once you've unlocked it via a golden or silver key and walked your distance, you can open it:
[Given] The Player has a "Challenge-Portmanteau"
[When] The Player opens the portmanteau
[and] invites up to 5 other Friends
[and] all invited Friends accepted the invitation
[and] the Player taps on the "Start Dungeon"-Button
[Then] the Player and all invited Friends are transported to a dungeon-encounter.
How to join?
For this, I devised 2 options:
- Scanning a QR-Code (similarly to how "duels" in Pokemon GO work)
- Inviting via the friends-List
I wouldn't build this in a way that requires the party to be nearby - to permit remote-participation.
What happens in the Dungeon?
The Dungeon will have stages, in which you're presented with a number of encounters. Each Stage is separated from the next one by a (group of) Obstacles. All encounters of a phase need to be defeated before advancing. Once all Phases are successfully completed, the dungeon ends successfully.
In general, there will be 3 different types of encounters:
- Traps (Professors will be especially good at this)
- Obstacles (Professors will be good at this)
- Encounters with strong, single monsters (Magizoologists will be especially good at this) -> BOSS
- Endurange-Encounters (draining health - healing spells/protective spells/healing potions will be required)
- Encounters with many weak monsters (Aurors will be especially good at this) -> HORDE
To illustrate this, here's one example:
Gringotts starts with several weak encounters that were overcome through the use of the Imperius Curse (and taking the Goblin "Bogrod" prisoner).
That was followed by several traps and "obstacles" on their way to the "Lestrange-Vault".
The Raid endet in a Boss-Fight against the Security-Dragon.
The Voldemort-Cave started with traps,
continued with an Endurance-Encounter (Dumbledore drinking the poison, thereby deteriorating his health)
and endet with a horde-encounter
What happens if you fail?
If you fail against a TRAP, the "result" depends on the type of trap:
- Damaging Traps: You'll lose a large part of your stamina (think in categories of "300-400"). If you're incapacitated, you need to be actively revived by allies - you won't be automaticly revived after a certain time.
- Containing Traps: You'll be contained and need to be freed by your allies. If you're a professor, can also try to free yourself once every 30 seconds - starting with an attempt directly after failing.
- Containing, Damaging Traps: You'll be contained and need to be freed by your allies. During your containment you'll continuously lose health (Think in categories of 8-10 stamina per second) You won't be able to free yourself.
If you fail against a BOSS-MONSTER encounter:
- You'll be incapacitated and need to be revived. If you're a Magizoologist, you'll automaticly revived with full health after 30 seconds - unless your party is fully incapacitated.
If you fail against a endurance-encounter:
- You're incapacitated and need to be revived. If you're a Magizoologist, you'll automaticly revived with full health after 30 seconds - unless your party is fully incapacitated.
If you fail against a HORDE-Encounter:
- You'll be incapacitated and need to be revived. If you're a Auror you may continue using your focus-abilities as long as your party isn't fully incapacitated.
If your party is fully incapacitated (this is why single-players will have a much more difficult experience):
- The Dungeon ends. The Challenge-Portmanteau will NOT be consumed. Your used Spell-Energy and Potions will not be returned. You'll not receive any rewards.
You can't "fail" against obstacles.
What happens if you succeed?
Your Challenge-Portmanteau is consumed and you get rewards.
That may be "magical items", (imagine a one-use time-turner that will revive you automaticly in case of incapacitation)
that may be "rare potions", (imagine "Felix Felicis" - that will guarantee a critical hit / masterful)
that may be red or green books.
Experience is distributed depending on activity - to prevent "carrying" people.
- No Time-Limit (or a very long one). The whole experience is aimed at a start to finish timeframe of 15-20 minutes but due to the difficulty it is advised to go into the experience cautiously - that's why I would not rush people by implementing a timer.
- A "timer" may be useful for a "fleeing" phase for after an alarm has been set off
- It will be HARD, even for people who have completed their Profession Lesson-Plan. Imagine "Dark Souls" drunk. For "Beginners" it should be impossible.
- "Hard" doesn't just mean "lots of health". Hard may mean: You're not presented with the spell-pattern that you need to trace to overcome a trap.
- "Hard" may mean: "Evasive" in the sense of "fidgeting" around - like Dragons, Pixies, Doxies
- "Hard" may mean: You're not presented with the spell-pattern that you need to trace to overcome a trap.
- It's designed as a way to trade large chunks of energy and potions and skill for "Account-Advancement" / "Profession-Advancement"
- The Success-Rate against "Traps"/"Obstacles" should depend on the difficulty of the encounter - aided by the player-level. "Fleeing" in traces should count as "failed" for traps.
- "Obstacles" are like "gates". They won't harm you but they prevent you from advancing to a later stage.