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#11 |
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Prophet
Join Date: Dec 2009
Posts: 4,890
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Vanilla has a very strong D&D influence throughout, and that extends to its stat system. This is nice and intuitive for people who are familiar with that system (which is a lot of people), and who thus know automatically that INT is the mage stat and WIS is the priest stat. I could easily imagine them being confused when they fire up a new mage and discover that they have practically no spellpoints, or a new priest and be unable to mumble their way through a prayer. So if we do end up revamping the stats, I also recommend that we rename them, to avoid invoking pre-existing connotations.
Also if we want to rework the stats, I would tend to favor transparency and simplicity of impact as much as possible. Make each stat do only one or two things, but make those things be important. Here's my suggestions for stats: STR: prowess, carrying capacity DEX: finesse, hit chance CON: hitpoints (already the God-King of stats; no need to put more stuff here to make it more powerful) INT: spell failure rate, number of learnable spells WIS: mana pool, saving throw Nuke CHA altogether. Don't even bother replacing it with anything. Stealth already works well as-is and making it a boostable stat would have significant game balance implications. CHA functionally has almost no impact on the game already; at worst you end up paying 6k more for stat potions from the BM for a bit. So we can just axe it, have a simpler system, and not worry about having to rebalance everything. Regarding the specific suggestions in this thread, IMO having CHA influence range is unintuitively weird, and applying status ailments to monsters is either completely debilitating or completely pointless with very little middle ground -- so you end up with a stat that is either vestigial or a gamebreaker. That sounds tricky to balance to me. Everything else should derive from your class, race, level, and equipment. Trap detection/evasion? Class skill(s), rogues are better than everyone else. Devices? Class skill, mages are better at it than everyone else. We get the same desired result (certain classes being better at certain skills than others) while keeping our algorithms simple and transparent. Win-win. |
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#12 | |
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Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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There is another reason I am loathe to git rid of charisma. If we were to get rid of it, then any future variant that wanted it would have to add it back in. I suspect that's a good deal harder than making a variants remove charisma or ignore it if they don't want it. So we might as well keep it, and in the meanwhile, why not try _something_ with it? |
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#13 |
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Knight
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Well, they could be treated as extra resists instead of saves - heck, we already HAVE resists for a lot of those effects already! Of course I think V still uses binary (you have it or you don't) resists, as opposed to percentile or dice-based resists, so that might be another change in and of itself...
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#14 | |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 47
Posts: 3,762
Donated: $60
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Quote:
On the whole, while it's great to have the discussion, I'm in favour of incremental changes to the stat system.
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"There is no safety. There is no end. The word must be heard in silence. There must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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#15 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,331
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This made me simplify things so that if the situation would be that @'s aura is dominant, then the monster has a reduction of range. If the monster's aura is dominant, then it may be able to cast spells far enough away that @ cannot, so it has an edge. It's not perfect, but it's easier than trying to extrapolate the 1v1 approach to multiple monsters and not make a muddled mess. and Nick, don't worry, I'm not actually planning on doing this, I certainly won't have the time to. I just found it a lot of fun to think about. |
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#16 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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Like Derakon, I favor transparency and simplicity of impact very strongly. My approach in Fay has been to:
1) Invent a couple of new skills, with one of the stats having a very strong effect on them. 2) Stats as such don't have many effects. For example, Wisdom governs just Saving Throw, Perception, and priestly magic. (INT+WIS together give you Lore points.) 3) Remove unimportant skills to make room on the character sheet for new, important skills. For example, I joined Disarming into Perception. 4) Invent lots of scenarios in the dungeon where the skills are really important! Usually it's a pure 1d100 under skill score, and often you can try only once. For example, Perception tests are made when you:
When your starting warrior has a high Wisdom, you will really notice it while adventuring in the dungeon, and feel good about your choice! Similarly, low-Wis characters will suffer for it. I disagree with Derakon that class should be made more important. Your class already governs almost everything that your character can do, including the most important things, spellcasting and fighting. Since I wanted to make stats and races really matter, I made the class influence on "secondary" skills much less pronounced. Last edited by Mikko Lehtinen; April 4, 2012 at 19:09. |
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#17 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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Even though I have totally different ideas, I like this too. This approach doesn't allow as much flexibility when choosing your own "build" for your character, but it's simple and nice!
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#18 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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It may well be that Derakon's idea is the right choice for Vanilla!
Rebooting stats so that they can be used for shaping different character concepts would require radical changes to the game, and I don't think people want Vanilla Angband to change that much. For example, my idea doesn't really fly if every character eventually maximizes all stats. But the benefits are huge, too. Here's an example of the various possible warrior or rogue builds in FayAngband: You probably want to take a high score in either STR (heavy weapons) or DEX (light weapons). You may want to take high scores in both stats: it makes you more flexible in the choice of weapons, but doesn't really boost your combat skills that much. Actually taking just average scores in both STR and DEX is okay, too -- you'll do just fine if you find a good medium weight weapon. All the other stats are quite equal in importance. Put your ability points where you want!
It's almost as if you were playing Sangband! Even better, in this stat-based system your equipment choices become more interesting. For spellcasters the only thing that changes is that you probably want a high score in your spell stat. That's a no-brainer in Fay. Otherwise the choices are pretty much the same as for non-spellcasters. As Derakon suggested, I have considered renaming my mental stats. Perhaps Logic, Awareness, and Aura? Last edited by Mikko Lehtinen; April 4, 2012 at 09:24. |
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#19 |
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Swordsman
Join Date: Apr 2008
Posts: 491
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This change would make races with low INT completely unsuitable for clerics no?
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PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant! |
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#20 |
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Knight
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Hey Mikko, where is this magical new version of Fay that has all these features I've never heard of before? Or did I just never get far enough in the existing version to see any of them? For reference, the version I have right now is 1.11
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