Re: [crossfire] Attributes/Stats

2010-05-12 Thread Nicolas Weeger
Hello.



   Never saw any response, but had some other musings.  Changing subject to
 use attributes, since that is a bit less general than statistics, which
 can mean almost anything.

Related, Brendan started a page at 
http://wiki.metalforge.net/doku.php/user:cavesomething:possible_stat_values 
listing ideas for combat rewriting.




   If one looks at these descriptions, one can see that spellcasters have a
 tougher time on stats than fighters - for fighters, pretty simple - Str,
 Con, Dex, Cha, Wis, Int, Pow, and the last 4 could be 1 and it wouldn't
 hurt the fighter much.
 
   For spellcasters, this is tougher - there are more stats they care about.
  For a wizard, Pow, Int, Con, Str, Dex, Wis, Cha is probably the order. 
 But because of penalties, a 1 Dex is a bad idea.

What about rebalancing by making Wis or Int more useful for fighters?
Something like 'your armor will communicate to you if you're intelligent 
enough, to help you more'.
Or some way to make fighters pay if they have too low Wis or Int or Pow.
Use Pow to resist some attacktypes?




   The other thing to note is the relative unimportance of Cha here.  For
 most characters, only real effect is on shop pricing, as a lot of
 characters probably do not use singing/oratory.  Other than making some
 other skill use Cha as its key value, I'm not sure what can be done there
 - I'd almost be tempted to just drop Cha.

I'd keep it for singing, oratory and other things :)
Granted, shop prices should be less unbalanced for cha. But it's an 
interesting concept, that could be used for instance to convince NPCs to do 
something - imagine a quest where if you're lucky the NPC has a crush on you 
and doesn't ask for some artifact, if you're unlucky you need to find some 
powerful thingy.


Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org


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Re: [crossfire] Class change summary ideas

2010-05-12 Thread Nicolas Weeger
   The discussion on the previous thread has died out, so I thought I'd draw
 some conclusions and move the discussion forward.  While not a lot of
 responses, the most votes seemed to come in on the idea of classes play an
 important roll - there are exclusive skills, a fighter can never be as
 good as a wizard as a straight wizard, etc.

Agreed.



   From a game perspective, this probably isn't a bad stepping point - it
 moves away from the current system some, but is not as radical.  And as I
 think about it, a system with strict classes could basically start with
 this, and then just remove any ability (skill scrolls, quests, whatever)
 which grant skills in the game (different discussion, but it would perhaps
 be interesting to have conditional treasure lists based on settings in the
 game file).

I think Brendan (and others) suggested to remove the skill scrolls totally, 
and have skills available through quests only.
And of course some skills should be reserved to some classes :)



 - The characters starting skills have a good exp gain ratio (100%), and any
 learned skills have less good ratio (maybe 50%).  In this way, a fighter
 which learns wizardry is at a pretty big disadvantage.

Or reduce damage and duration for spells you recently learned?


 
 - Put level caps on learned skills.  Maybe level 50.  For this to have much
 effect, skills must have meaning at all levels - for example, right now,
 the highest spell level is around 20, so if you could still get to level
 50, you would have all spells.  So putting caps in would presume that
 skills gain abilities up to level 100 (I have more ideas on this below)
 
 - Put level caps on learned skills based on starting skill.  Eg, the skill
 level that fighter has in wizardry can not exceed one half the level they
 have in their best combat skill.

Or reduce damage and duration and range?
The idea being that you can be a decent spellcaster, but never as good as a 
spellcaster who spent his youth studying magic :)




 - Add more abilities for all skills to higher levels.  For spell casting
 skills, this may be spells at higher levels.  For combat skills, it may
 mean certain special actions happen at higher levels (stun opponent,
 disarm, etc).  Some of these could give stat bonuses - they would clearly
 give bonuses in the relevant stats (so combat skills would raise str, con,
 magic skills pow, int).  Imagine for example a level 75 fighter getting +3
 str and con from his combat skills - that is a pretty nice buff that makes
 it harder for mages to do as good.

Could be interesting, yes.
Would need to be well documented :)



 - Change sp/grace/hp starting values.  Right now, all classes start with
 same values, except for any adjustments based on stats.  But maybe
 barbarians should get +20 hp at start and -20 sp, reverse for wizards. 
 This makes it more difficult to switch classes at low levels.

Yes.
See 
http://wiki.metalforge.net/doku.php/user:cavesomething:possible_stat_values 
and also http://wiki.metalforge.net/doku.php/user:ryo:stats - far from 
complete.



 - Change hp gain values.  Right now, hp gain is based on total level - this
 means a high level wizard has just as many hp (given same con) as a
 fighter.  At one point an experiment was done where hp was based on
 highest combat level (just as sp is based on highest mana level) - that
 made things too difficult, since wizards wouldn't have a high combat
 level.  But one could do something like every combat level counts as a
 level for hp, but every 2 spellcasting levels counts as level for hp. 
 Thus, a pure mage will will have fewer hp (otoh, as I type this, this
 doesn't seem like a great idea, as it now gives more reason for the mage
 to pick up combat levels)

What about giving hp for spellcasting points?
As you study magic more and more, your magical mastering goes up, and you can 
unconsciously maintain some magical life enhancing spells all the time.



 - Clean up/redo weapon skills.  Right now, all classes start with the same
 weapon skills, so that wizard can pick up that 2 handed sword at first
 level and become a fighter.  Wizards (and other classes) should get some
 lesser weapon skill that gives them fewer weapons they can use.  Even
 classes like clerics get all weapons.  A problem this creates is that
 spellcasting classes are good choices at first level (you get spellcasting
 skill + weapon skill).  Changes I made a while ago allows a list of skills
 to be used, so one could add a bunch of different weapon skills (axe,
 hammer, sword, simple weapons) to limit the weapons some classes can use
 at first level without adding a bunch of new weapons to cover this. 
 Another example here could be elves, which right now get missile weapons
 (every missile weapon) where as they should perhaps be limited to just
 bows.

Again, I think the way is to cap the maximum reachable level or effect.
And make it worth leveling in magic and NOT weapon for spellcasters.



 - Related 

Re: [crossfire] Attributes/Stats

2010-05-12 Thread Brendan Lally
On Wed, 12 May 2010 19:11:14 +0200
Nicolas Weeger nicolas.wee...@laposte.net wrote:

Never saw any response, but had some other musings.  Changing
  subject to use attributes, since that is a bit less general than
  statistics, which can mean almost anything.
 
 Related, Brendan started a page at 
 http://wiki.metalforge.net/doku.php/user:cavesomething:possible_stat_values 
 listing ideas for combat rewriting.
  
If one looks at these descriptions, one can see that spellcasters
  have a tougher time on stats than fighters - for fighters, pretty
  simple - Str, Con, Dex, Cha, Wis, Int, Pow, and the last 4 could be
  1 and it wouldn't hurt the fighter much.

 What about rebalancing by making Wis or Int more useful for fighters?
 Something like 'your armor will communicate to you if you're
 intelligent enough, to help you more'.
 Or some way to make fighters pay if they have too low Wis or Int or
 Pow. Use Pow to resist some attacktypes?

Under the kind of idea I was describing there, then stats like Pow, Wis
and Int could give bonuses to different resist points (including
negative resistances).

I've described that in more detail at:
http://wiki.metalforge.net/doku.php/user:cavesomething:resistances
(this page is linked to from the one Nicolas referenced above)

Hopefully a fighter character would think twice about putting 1
in INT or WIS if it guaranteed double or triple damage on almost every
magic attack used against them.

Brendan


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