pete m <pmac360@[EMAIL PROTECTED]
> writes:
> On Mar 22, 10:57 am, Eddie Grove <eddiegr...@[EMAIL PROTECTED]
> wrote:
> > On Mar 22, 4:44 am, The Wanderer <inversepara...@[EMAIL PROTECTED]
> wrote:
> >
> > > I think the idea is supposed to be that spellcasting requires, in
> > > addition to the spoken words, complicated finger-wiggling in a way
which
> > > gloves hinder.
> >
> > I can work with that. I guess dex and thievery would be
> > indistinguishable, which is a bit of a pain.
>
> When you got rid of "Bad, Fair, Good, Excellent"
>
> in your Character notes, did you also change the fighting to show
> exact to_hit values? If so, any extra +to_hit bonuses will be
> immediately visible, so Thievery and Dexterity are distinct.
I could have bugs, but my display is supposed to be consistent with hidden
to_hit values. The fighting values are supposed to change when you id a
wielded item with a non-zero to_hit value. I don't know why a char cannot
notice he has +10 to hit immediately when he swings a sword, but until
Andrew
changes that I am trying to be consistent.
Eddie


|