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Old June 19, 2015, 17:51   #31
tumbleweed
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Originally Posted by TJS View Post
I am probably a lone voice here, but I really don't like the idea of adding loads of extra quirks and rules for each race (or class).
But if you are not going to make gameplay feel significantly different for each race/class, then why even have them in the first place?

(Other than that I'm inclined to agree, not that my voice should count for much.)
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Old June 19, 2015, 18:13   #32
TJS
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Originally Posted by tumbleweed View Post
But if you are not going to make gameplay feel significantly different for each race/class, then why even have them in the first place?

(Other than that I'm inclined to agree, not that my voice should count for much.)
Each point difference in stats could make more of a difference, so losing two points of starting strength and gaining two points of starting intelligence should make for more of a different gameplay experience.

Could have intelligence mean much more for warriors with a higher score opening up a whole load of magic devices that say half-trolls can never use unless equipped specifically for it. Refining existing mechanics to make each race more diverse, not just adding in a load of random stuff that sounds cool.

I'd get rid of stat gain personally (is boring and makes end game characters too similar) but I know that probably won't be particularly popular.

Also it annoys me when I put on an amulet of +5 wisdom as a warrior (since there is nothing else to wear) and my saving throw goes up a grand total of 1%. It means higher wisdom warriors gain almost nothing from lower wisdom ones whilst losing out on strength and other things they actually need.

Hell even having high wisdom mages/warriors getting access to a few prayers might be interesting. Instead of making a hard list of who can and can't gain access to spells/prayers you could have a prayer/magic skill level affected by level/class/race that your wisdom/intelligence adds on to. Great so now that +5 amulet of wisdom and the fact that I picked a high wisdom warrior means I can now have access to bless and detect evil. So do I wear that or the amulet of resist lightning...decisions decisions.

There's loads of stuff you could do without "Half-elf paladins gain access to ESP for orcs at level 15 when carrying three wands. On a Tuesday".
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Old June 19, 2015, 21:30   #33
MattB
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Originally Posted by TJS View Post
Half-elf paladins gain access to ESP for orcs at level 15 when carrying three wands. On a Tuesday
Yep, makes sense.
+1 for me, Nick.
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Old June 20, 2015, 00:10   #34
AnonymousHero
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Originally Posted by TJS View Post
(snip, sorry)
Have you tried Sil? I think it might be exactly the kind of experience you're looking for. I don't think Angband (necessarily) is (meant to be).

(Take that for what it's worth. )
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