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Re: Weapon Skills (was Re: Skills hack)
- To: peterm@csua.berkeley.edu
- Subject: Re: Weapon Skills (was Re: Skills hack)
- From: "tuan (t.) doan" <tdoan@bnr.ca>
- Date: Mon, 13 Mar 1995 20:20:00 -0600
- Cc: woodruff@cadence.com, crossfire@ifi.uio.no
- Sender: "tuan (t.) doan" <tdoan@bnr.ca>
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In message "Re: Weapon Skills (was Re: Skills hack)",
'peterm@csua.berkeley.edu' writes:
>In message <9503131621.AA07248@pluto>, Ken Woodruff writes:
>>
>>Part of this discussion seems to be a reinvigoration of the Magic-User/Fighter
>>balance problem, the difference this time being how to empower the fighters
>>rather than how to cripple the MUs. On this subject, and the subject of skill
>
>Bad things about tying a fighters skills to one weapon:
How about tying it to a class of weapons. As I remember the (A)D&D rules
there are basically three classes:
1. Slashing
2. Bashing
3. Thrusting
There would be three major classes of weapon skills that ones has to mastered.
A weapon can be associated with any of the classes (ie: sword (1) and (3),
axe (1), dagger (3), hammer (2), etc...) It's simple and it should give
more realism to the game.
I suggest the following classes be added
4. Throwing
5. Special
Class (4) is obvious. Class (5) is used for weapon such as
- whip
- net/snare
You can give certain character classes advantage for certain weapon classes.
For example, thieves would excel at (3) and (4), warrior at (1) and (3),
cleric at (2), etc...
>1) We would need to add a new skill for each weapon and maintain
> a skill level for each player for each weapon. complexity++.
>
>2) It would suck to know one weapon very well and know others only a
> little. When you find that Super Artifact and it is an Axe but
> you know swords, you lose. This sucks.
>
>3) You force each player to keep track of his skill levels in all the
> weapons. Some players LIKE spending a lot of time looking at
> their players stats, but *I* like to explore, not bookkeep. IMHO
> it makes the game less fun. complexity++.
>
>>It seems unnatural to me that any character can pick up any sort of weapon
>>and immediately use it to it's full efficiency. A rapier, for example, requir
>
>Tell me what is natural about playing a Wraith to go beat up on Goblins,
>trolls, and Faerie Dragons. The game is supposed to be fun, not realistic.
>Let us not lose the playing simplicity by installing a morass of skills
>and bookkeeping.
Balance is the word. No one like a pure fantasy world without physical
law to obey by and no one like a pure physical world without fantasy
creature and magic.
>Regards,
>
>PeterM
Anyone know where I can get the source for 'patch' used in patching
source codes?
Regards,
__ __/ / / __ / | / Tuan T. Doan
/ / / / / / | / IEC Layer Testing and Advance Technology
/ / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871
__/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871
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Internet: tdoan@bnr.ca WWW: http://47.53.64.96/tdoan/tdoan.html