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#31 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,979
Donated: $40
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I like your proposal better, though I would downgrade the spellcasting stat (and possibly CON) for the half-casters, and add a point in STR and/or DEX.
(I also don't really like to start priest and mage at DEX 10, because it takes forever to get past two blows with a whip or rapier.) Also, you probably don't have to do the full grid, just the "recommended" class rate combos. If someone wants to roll a High-Elf Rogue, he can use the default Rogue setup. |
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#32 | |
Swordsman
Join Date: Jun 2008
Location: Columbia, MO. USA
Posts: 405
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STR INT WIS DEX CON CHR Warrior 17 10 10 17 17 10 Mage 17 17 10 12 16 10 Priest 17 10 17 12 16 10 Rogue 17 15 10 17 13 10 Ranger 17 14 10 17 14 10 Paladin 17 10 15 17 13 10 I still maintain I wouldn't mind populating all 66 combinations with strong starting builds for each race/class if someone has a mind to actually use it. |
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#33 |
Apprentice
Join Date: May 2007
Location: Manchester, UK
Posts: 50
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Well, it sort of defeats the point of the edit files if we do that, so it's probably no go for that idea, whereas a per class one we could hack into the current format easily enough.
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#34 |
Angband Devteam member
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#35 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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The important values are the combo values, not the base values. If you ignore that, you might as well forget the whole exercise. |
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#36 | |||
Swordsman
Join Date: Jun 2008
Location: Columbia, MO. USA
Posts: 405
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N:0:Human S:0:0:0:0:0:0 R:0:0:0:0:0:10:0:0 X:10:100:0 I:1:14:6 H:72:6:66:4 W:180:25:150:20 C:0|1|2|3|4|5 # B:class:str:int:wis:dex:con:chr B:0:17:0:0:17:17:0 B:1:17:17:0:12:16:0 B:2:17:0:17:12:16:0 ... |
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#37 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Adding an external table that would have to be parsed would be more work, not less, and would suffer further when future races were added or any stat mods were changed. |
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#38 | |
Knight
Join Date: Jan 2009
Posts: 657
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N:0:Warrior F:FIGHTER | NOSPELL N:1:Mage F:SPELLCASTER | INT_MANA N:2:Priest F:SPELLCASTER | WIS_MANA N:3:Rogue F:MIXED | INT_MANA N:4:Ranger F:MIXED | INT_MANA N:5:Paladin F:MIXED | WIS_MANA (Add more flags and adjust to taste ;-) Now the clever bit is that when you have some new classes you don't need to re-do the formula, just give them appropriate flags. N:6:War-Mage F:MIXED | INT_MANA N:7:High Priest F:SPELLCASTER | WIS_MANA | INT_MANA N:8:Gladiator F:FIGHTER | NOSPELL (Coming soon to a variant near you!)
__________________
Currently turning (Angband) Japanese. |
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#39 | |
Swordsman
Join Date: Jun 2008
Location: Columbia, MO. USA
Posts: 405
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My point was without some footprint in the class or race data, it can't be extensible, because you can't make intelligent decisions about how to allocate stats. That footprint can be specific builds or it could be flags which affect a native C algorithm, as described above. Forgive me for debating a method. |
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#40 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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So long as we are obsessing ridiculously, the 18/10 dex shouldn't be hardcoded either. Some generalization of the code I wrote for "with +3 dex you get another blow" should be used to determine which str/dex combos get max blows with a dagger. If all of the gore of the blows stuff is indirected to a single function and if any of it changes, starting stats would adjust automatically. That would also pick up the case where you need to start with base 18 str.
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