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#11 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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I agree, that usually I think of what class, then race, that I want to play (even though the selection process is actually the reverse), then use point-based allocation. Standard roller in that situation is crazy, because you have already chosen the race/class combo and could end up with devastating stats for the mix. BUT, what I'm arguing for is to make standard roller relevant again. Like a player that no longer finds standarts satisfying and so opts for the challenge of randarts, if it worked as I'm proposing for the standard roller, choosing the class could become an element of the fun.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead Last edited by Ingwe Ingweron; February 28, 2017 at 22:44. |
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#12 | |||
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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I'm still arguing for it for the standard roller as a way to add variety to the game, much as randarts and ironman add variety, once one is tired of the regular gameplay. Quote:
I use a standard .prf file with all my inscriptions, keymaps, and subwindows set up so that no matter what race/class I play, it is all loaded quickly without me having to reenter all of those things. Restarting from a savefile really doesn't get you there except for one particular race/class combo. I'm just thinking it would be nice not to have to reenter the user options every time as well.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#13 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#14 |
Rookie
Join Date: Feb 2017
Posts: 24
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Ought to consider removing manual point allocation. It gets the new player way too far into arcane game mechanics if they want to make a good choice.
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#15 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,769
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#16 |
Rookie
Join Date: Feb 2017
Posts: 24
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The character creation screen now instructs the player on how to attain maximum bpr with realistic early game weapon choices? Good change if true. Still seems better to just do it for the player rather than rely on their diligence in reading in-game help.
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#17 |
Prophet
Join Date: Mar 2008
Posts: 2,755
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I think defaulting to manual is fine, but the starting point should be fully invested point allocation that is presumed optimal.
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#18 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,769
Donated: $40
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Yes. Basically 17/16/16 or something close to it, where 17 is the primary stat (INT/WIS for full casters; STR for everyone else) and closing out with 16 CON, and either STR for fullcasters or DEX, for everyone else. Swap DEX and STR if it improves max blows.
Edit: alternatively, split points between CON and the tertiary stat, either DEX for full casters or the casting stat for half-casters. That's probably more reasonable. |
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#19 | |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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That would allow for semi-randomised characters and let inexperienced players fiddle with manual choices without creating totally unplayable characters with truly terrible stats. (And if you're an advanced player who wants to be able to randomly roll unplayable challenge characters, you can just go into the edit files and alter the fixed minimums.) |
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#20 | |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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Only if I reuse the savefile can I have the benefit of the user-interface options chosen? A new save requires reimputing the options one by one? Why should that be different than the keymaps, inscriptions and subwindow options that I can load in mass? What am I missing in my explanation?
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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