On 22 Mar 2008 14:31:27 -0600, Eddie Grove <eddiegrove@[EMAIL PROTECTED]
>
wrote:
>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.
Because the normal human(oid) response to improved success rates (which
we are quite bad at judging objectively in the first place) is to assume
that one is becoming more awesomely skilled. Or that the weapon is
lucky, but that'll happen with an unenchanted sword as well and
certainly one wouldn't know an exact value of enchantment.
Learning enchantments by use makes perfect sense for qualitative
properties like burning or freezing foes, but it fails the realism test
for quantitative data. If we allow it for quantitative information, it
is only because we think it makes the game play better.
--
R. Dan Henry
danhenry@[EMAIL PROTECTED]
Avenger should be a Paladin title,
not an ego item.


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