Thread: Randarts, again
View Single Post
Old December 13, 2016, 22:00   #1
Vanilla maintainer
Nick's Avatar
Join Date: Apr 2007
Location: Canberra, Australia
Age: 53
Posts: 7,213
Donated: $60
Nick is on a distinguished road
Randarts, again

A quick post to try and get a bit further on randart design.

Currently there is an object power algorithm; every object gets a power. It is used to get shop prices, and to value randarts. Randart generation (except for lights and jewellery) works by taking a standard artifact, working out its power, then trying to construct a completely new artifact with the same power by adding properties (chosen so as to try and mimic the spread of abilities on the standard artifacts).

  • Should we decouple power for prices and power for randarts?
  • Should weapons and armour be treated differently in the power calculation?
  • Should attacking power (dice, to-dam, slays, etc) and defensive power (resists, ac etc) be treated separately?
  • Are there any other obvious fundamental changes to be made?

It should be emphasised that all these calculations have a lot of "constants" (ie fudge factors) in them to make the numbers accord with what feels right; this question is more on the deeper structure of how the whole thing works than on tweaking the numbers.
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline   Reply With Quote