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Gaming > Angband > Re: Rogue melee
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Re: Rogue melee

by Hiedran <hiedran.the.first@[EMAIL PROTECTED] > Mar 31, 2008 at 07:20 AM

On Mar 28, 12:17=A0pm, Eddie Grove <eddiegr...@[EMAIL PROTECTED]
> wrote:
> Timo Pietil=E4 <timo.piet...@[EMAIL PROTECTED]
> writes:
> > Eddie Grove wrote:
> > > Timo Pietil=E4 <timo.piet...@[EMAIL PROTECTED]
> writes:
>
> > >> hi all.
>
> > >> I just found Gondricam (wormy drop) and that made me check tables.c
t=
o see how
> > >> much more DEX/STR I need for it to be useful (only one blow with
it).=

>
> > >> I then again remembered one of my pet peeves. Rogue has worse blows
> > >> calculation than Ranger. That just doesn't make any sense to me.
>
> > > My opinion is that they should all be the same. =A0Fighters should
get=
 2 bonus
> > > blows, 0% fail spellcasters should get 0 bonus blows, and the rest
sho=
uld get
> > > 1 bonus blow. =A0Or perhaps the difference should be that stats
should=
 be really
> > > different, and fighters will always have more str and dex to get
more =
blows.
> > > The table would need to be redone, but I would be happy to figure
out
> > > reasonable values to approximate the current situation if that is
desi=
red.
>
> > How about blows based on clvl/race/class -based fighting _skill_
instead=
 of
> > dex and str. More specifically give minimum values based on dex and
str,=
 but
> > make it so that limiting factor usually is fighting skill, not stats.
>
> This becomes a very different game. =A0It is mildly akin to increasing
sta=
ts
> with level gains, which was met with with widespread disapproval last
time=
 it
> was discussed. =A0My feeling is that the majority do not want to go in
thi=
s
> direction. =A0Perhaps even my suggestion of bonus blows above goes too
far=
 in
> this direction.
>
> Let's call the stats 3 to 38 rather than 3 to 18/200. =A0One of the
proble=
ms
> with the current setup is that things are so nonlinear around 19 to 23.
=
=A0For
> example, a char with Str 20 is fully twice as strong for melee purposes
as=
 a
> char with Str 18. =A0I would be happier if it was linear in Str stat.
=A0A=
lso, the
> "min weapon weight" makes little sense. =A0The point is that you have to
m=
ove
> your arm, and perhaps your whole body, when you attack with a weapon.
=A0I=
t
> would make more sense [though not necessarily much sense :)] to have an
> en***brance value for your arm, and divide by weapon weight + arm
weight.
>
> current: class_mult * adj_str_blow[Str]/[weapon_lbs * 10]
>
> suggest: 25 * str/[weapon_lbs * 10 + 50]
> or something like that, since I did not check specific values, as the
str
> index into the blows table. =A0I haven't really thought this through.
=A0T=
here may
> be a glaring problem I haven't noticed.
>
> I think this maintains breakpoints since the values in the blows table
rem=
ain
> integers. =A0It just ****fts them around a bit. =A0Or maybe there is
someth=
ing
> subtle that would change things so that you would keep changing weapons
to=

> avoid breakpoints. =A0I'm not quite sure.
>
> We will still have the situation where a starting char with high str and
l=
ow
> dex will prefer two swings with a dagger(1d4) to one swing with a
flail(2d=
6),
> while a char with low str and high dex will prefer the one swing with a
fl=
ail
> to even two swings [if possible] with a dagger, but that cannot be
helped =
when
> damage bonuses can outweigh base dice. =A0Daggers for Half-Trolls and
flai=
ls for
> Halflings!, at the start anyway. =A0The main thing the weaker class_mult
v=
alues
> do is to perpetuate this further into the game, which is why I am
opposed =
to
> them.
>
> Eddie

This may be too much, but what about class proficiency/preference
bonuses?  I'm thinking a +to_dam that is added after all multipliers
so that the proficiency doesn't heavily impact end game, but it does
weigh into the weapon choice for the very beginning of the game.

I haven't thought this out yet, so something may be very off.

Mages get +{5-9} for weapons under 5 lbs. in weight.
Warriors/paladins get +9 (or maybe more, since some races can get to 4
blows at start) for weapons over 10 lbs. in weight.
Priests might not need a bonus, since the pointy penalty tends to
discourage the imbalance.
I don't know what rangers/rogues would get as a proficiency to make it
easy for coding.  Maybe a bonus for 5-15 lbs, with the warrior/paladin
getting bonuses for 15+ lbs.

One thing that does jump out at me now is that the bonus for
proficiency would help the melee characters at endgame since I can't
see a way of not applying the bonus for proficiency as stats go up and
blows along with it.

In other words, characters using preferred weapons would get extra
damage per blow, even as they get 4, 5, 6, or more blows per round.

Feel free to poke holes in the thought if necessary.
 




 12 Posts in Topic:
Rogue melee
=?ISO-8859-1?Q?Timo_Pieti  2008-03-27 18:17:21 
Re: Rogue melee
Eddie Grove <eddiegrov  2008-03-27 10:30:24 
Re: Rogue melee
=?ISO-8859-1?Q?Timo_Pieti  2008-03-28 02:35:34 
Re: Rogue melee
Andrew Sidwell <takkar  2008-04-28 23:03:07 
Re: Rogue melee
=?ISO-8859-1?Q?Timo_Pieti  2008-03-28 14:35:40 
Re: Rogue melee
Eddie Grove <eddiegrov  2008-03-28 12:17:42 
Re: Rogue melee
Billy Bissette <baines  2008-03-29 04:19:01 
Re: Rogue melee
Hiedran <hiedran.the.f  2008-03-31 07:20:22 
Re: Rogue melee
pete m <pmac360@[EMAIL  2008-04-30 22:25:11 
Re: Rogue melee
=?ISO-8859-1?Q?Timo_Pieti  2008-05-01 13:53:47 
Re: Rogue melee
Andrew Sidwell <takkar  2008-05-15 18:34:04 
Re: Rogue melee
Antoine <antoine.from.  2008-04-30 22:43:34 

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tan12V112 Sat Jul 26 4:45:56 CDT 2008.