New rings and things?
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(1) AC and monster hit rolls were rescaled to be higher, essentially a change of the scaling of the coordinate system
(2) Monster attacks were changed to be more independent of even looking at AC
On the somewhat dubious assumption I understood the posts about the changes to monster combat, that means that each point of AC is less important now than it used to be, and AC is also less important from an absolute standpoint. If you want to adjust reckless attacks to have a comparable penalty to before, wouldn't it be more correct to double the AC penalty? Also, shouldn't AC bonuses such as protection rings and spells of blessing etc also be doubled?Comment
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On the point of protection rings/blessing, if I recall correctly massive AC early on is still quite powerful -- that rare character that finds full plate armor at 300' is well rewarded by using it, for example. Eventually monsters will catch up since their to-hit chance is determined in part by their level. The upshot of this is that blessing, which is available very early, needs to have an AC boost that is scaled with the early game in mind.
That's not saying that the current values are right, just that it's not like recent changes have been limited to putting a global multiplier on AC effects and then tweaking values in object.txt.
Incidentally, IMO novices and gallants should have their cause-wounds spell replaced by a cause-curse spell, which basically opposes the blessing effect.Comment
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Clarification: what is gallant? IIRC it is some sort of novice mage/paladin/priest/ranger/warrior, but which one? I can't remember which is which from those names.Comment
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