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  • Starhawk
    Adept
    • Sep 2010
    • 246

    #16
    I, for one, disagree with most of the comments made above.... I have enjoyed stumbling through build after build, figuring out what works. Enjoyed dying horribly, thinking about why, and improving my play. I enjoy the STR-die-sides-weapon-weight-damage-versus-crits formula: it's an awfully MINOR complexity and it's scads more interesting than Angband's weird blows-per-round formula. I LOVE the stealth system and feel that a perfect-information Stealth icon would take away from the pulse-pounding feeling as I sneak past a dragon, a scary unique, or what-have-you -- or sneak up on a squad of cat warriors and assassinate them quietly, one by one...

    I do agree that it would be nice if the beginning game was made a little more interesting -- not as a crutch to new players, but because (as was stated a couple posts up) sometimes it is 200' before you find a shortbow for your archer. Or a stabby 2-pound longsword for your crit-based finesse fighter. Or whatever. For intermediate players like myself, it gets tiresome.

    Many(most?) of my early deaths are happening just because I haven't found any equipment worth having, and I get bored knocking around the first handful of dungeon levels fighting Yet More Orcs/Wolves. There's a timer on the game. So I am forced to push lower and die because I have no body armor yet. Or a poor weapon. Or whatever.

    I suppose this could push my builds more toward Smithing to alleviate the missing-equipment problem -- but -- ugh. I don't wanna.

    Comment

    • Darren Grey
      Scout
      • Jan 2013
      • 25

      #17
      Originally posted by debo
      Edit -- also, stealth depends on things like how close you are to a wall, etc, and on a monster's perception. So would you need to know the likelihood of every monster in a room seeing you (independently), for every step you take? Or just on inspection?
      On inspection would be tedious and for every monster on every step would be information overload No, I simply suggest letting the player know in which range their worst chance is. And just the range is fine (with the colour scheme I mentioned before) so it wouldn't need to have the perfect clarity you find distasteful. Just less obfuscation than at present

      Comment

      • Scatha
        Swordsman
        • Jan 2012
        • 414

        #18
        Originally posted by Darren Grey
        Some Sil fans disagree
        Well I'm not saying I agree with everything you said! (Particularly on randomness we seem to have different attitudes.) But while I agree that it would have been better if you'd seen more of the game, I think you have good game design instincts, and we've previously had a relative dearth of high-quality critical feedback.

        - On character creation when selecting stats and skills to put points into it would be good to have some context info on each one displayed. So whilst Strength is highlighted it would have text below saying what Strength affects. Or even better there would be a side-window with some of the really detailed info from the manual, especially for the skills. Otherwise one is left consulting the manual quite a bit during char creation.
        I'm not going to commit to anything on half's behalf, but this stood out as a strong idea.

        - The combat stats window is a bit of a mess I think. I don't find it practical in battle - too many numbers to keep track of turn by turn. It would be nice to have a touch of Brogue's "You have a 56% chance to kill this enemy in 3 rounds" style of information. This is much quicker to absorb and helps make an informed judgement.
        Personally I get some value out of the combat rolls window (to see what has happened), but there can't be many players who are so familiar with the mechanics! Something along the lines you suggest might be good, but there are lots of questions about how it should work: how should it let the player know about penalties for being surrounded, unable to see their opponent, etc.?

        Heh, this is very useful to know. A good way to teach it might be to include some of these files already with the game, as example builds for people to use. You can base them on the likes of Feanor (smith), Fingolfin (melee + song), Luthien (stealth + song), Idril (stealth + archery?), or maybe just make up characters. Tell new players to try out these recommended builds and you'll teach them about the character profile system whilst also giving them a quicker route into the game.
        I was wondering about something of this form last night after listening to the episode. It's in the direction of character classes as a crutch to the player. We'd previously thought of having such characters available as prizes to unlock, but it does seem they may be most useful to new players! Certainly half and I will talk about this (you have given us a lot of food for thought).

        I want to know when! Some system so you know when you're safe and when you're not. Technically you could go and calculate that already with the manual information etc, but that's a burden on the player. Have the "S" in stealth mode change colour dependent on how safe you are.
        Interesting! We did use to display your stealth score for the turn, but it just wasn't very player useful. This is further from the rules level of the game (and our general philosophy is to let the player know a lot about exactly what's going on), but the usability probably makes up for that.


        I guess a big part of my problem is that the numbers are so cut down and set elsewhere, but vary so hugely in combat. The combat system feels really out of place next to the stat system. The stat system is very tight and well-designed whilst the combat system feels loose and messy.
        The difference in perspective here is interesting. The combat has a lot more complexity than most components of the game, but it is a very central part of the game. The rules give a lot of space to play with weapon optimisation (there are several genuinely different dimensions in weapon choice, and we've quite carefully balanced them against each other), and this aids those who enjoy that subgame.

        It's also odd to use the 1d20 system for attacks instead of the 1d10 system that's universal elsewhere in the game. I'm guessing you're worried about people building up too high evade?
        Yes, unfortunately d10s made combat skills unreasonably good compared to the other skills. They are still often the best.

        Nope, never! This is a permadeath game that takes several hours to complete. You can't take such risks. Get to a position of overwhelming power or minimised risk and then proceed. Which is why Risk the game is so dull - with the huge number of dice rolls it's all about who gets to that overwhelming position first.

        Ever played Small World? Wonderful board game with very deterministic combat, all in very small numbers. Immensely more fun than Risk. I think Sil could take some inspiration from it if you were to consider reforming the combat.
        Small World is definitely a huge improvement over Risk, but I don't think the dice take anywhere near all of the blame in the Risk mechanics.

        We actually want Sil to feel dangerous all the way through. Of course it's about minimising risk, but sometimes that means taking short term risk for longer term safety. Decisions of when to use stat/speed potions in fights also take this form -- you may hope to get through the fight safely and preserve the potion, but if you are going to take it the effect will be larger if taken earlier in the fight. I generally don't like (sustained) positions of overwhelming power in roguelikes, and would prefer them to be just barely attainable.

        A reason to avoid too many deterministic mechanics is to avoid analysis paralysis. I find I get this a bit in 2-player Small World; with more players the unknowns about how others will act prevent it, but bring their own problems (politics). Sil has quite a bit of space available to move in that direction before it hits these issues, though, so I suppose the more relevant issue is how much you like the risk management game.

        A little variance I don't mind, but when you have the combat modifiers be tied to this variance as well it gets a bit silly I think. Why have Strength increase in the dice rolls instead of having it just add +1 damage for 2 lbs of weight of the weapon? Easier to describe, easier to keep track of during normal play. The system at present is complexity for complexity's sake - it adds no tactical depth to the game and only makes a barrier to tactical decisions.
        There's something to be said for this, but there is also for example some elegance about keeping all weapon damages of the form XdY. We have a bit of a status quo bias here since it would need a lot of rebalancing work to change.

        I should go now, but thanks again for the comments.

        Comment

        • half
          Knight
          • Jan 2009
          • 910

          #19
          Originally posted by Darren Grey
          Hullo all. I'm not normally a *band fan, but Sil rather caught my fancy. Andrew Doull and I have just covered it on Roguelike Radio:
          Hi Darren,

          That was a nice surprise. I'm glad to hear that you and Andrew liked many aspects of Sil. I think that some of the things you disliked you will find less problematic on further reflection/play. Indeed, I think you should try playing until you can at least get down to 600 ft or so -- there is much more to see and from listening to many of the episodes of Roguelike Radio I think you may enjoy the game quite a lot. Let me reply to a few of the things that you and Andrew mentioned.

          Firstly, yes the game was being developed since October 2001 -- more than 12 years ago. However, at that time it was just a personal project and I'd only make a few small changes per year. The pace picked up a lot in 2008 when Scatha became involved. We released it in January 2012, and were happy to see that it was the most popular non-commercial roguelike that was first released in 2012 according to the Ascii Dreams poll (though of course these numbers are not that reliable).

          I really like your idea of having a few sample characters that start with an interesting and sensible stat choice and experience investment. The idea of having the default of the main menu change is good too. We wanted to get new players to try the tutorial as we think it is a great way to learn the game, but this could get put out of the way after that. Congratulations on surviving the tutorial -- the fire drake is *very* out of depth so it is tricky, but did you know that the game also tracks whether you have killed the fire drake. It is possible, but very tough (and inspired by Powder's tutorial). It is probably an exercise in frustration to try it until you have more experience with the ins and outs of the game though.

          Regarding restarting characters and having an option to fill them in the same as last time, we did consider this, but actually want to encourage people to try different allocations. Having a default to be the same would nudge people towards keeping on doing the thing that was not working. Still, if you open the old save file again, it does set all the other defaults which will save you some time.

          You also mentioned the characters being too similar at the start, as opposed to in games with classes. This *can* be the case, but it need not be. The initial stat allocation, skill allocation, and ability allocation allows for some extremely different starts. More different than in many class based games. However, it is not immediately obvious so perhaps we need to hint at this more. For example, you can start with wildly divergent mixes of the different skills (such as all stealth, or all evasion, or all melee) and can start with many of the different special abilities which change the game quite a lot. E.g. Charge or Polearm Mastery. You can even start with some of the very advanced ones if you are unbalanced enough, such as getting Song of Silence and Song of Lorien, or getting Sprinting, or Vanish. These make for *very* different starts to the game.

          That's probably enough for now, I'll post some more replies later. Thanks for continuing the discussion on the forum.

          Comment

          • Darren Grey
            Scout
            • Jan 2013
            • 25

            #20
            Originally posted by Scatha
            A reason to avoid too many deterministic mechanics is to avoid analysis paralysis. I find I get this a bit in 2-player Small World; with more players the unknowns about how others will act prevent it, but bring their own problems (politics).
            Heh, I love that in 2-player Small World

            There's something to be said for this, but there is also for example some elegance about keeping all weapon damages of the form XdY. We have a bit of a status quo bias here since it would need a lot of rebalancing work to change.
            Yeah, would obviously be an insane change to make now. And not necessarily one you or your fans would like. So I'll stop moaning now

            Originally posted by half
            Congratulations on surviving the tutorial -- the fire drake is *very* out of depth so it is tricky, but did you know that the game also tracks whether you have killed the fire drake. It is possible, but very tough (and inspired by Powder's tutorial). It is probably an exercise in frustration to try it until you have more experience with the ins and outs of the game though.
            Heh, I got by with stealth as I'm sure you've guessed - an early sign of stealth's power. I mostly mentioned it to get a one-up on Andrew

            You also mentioned the characters being too similar at the start, as opposed to in games with classes. This *can* be the case, but it need not be. The initial stat allocation, skill allocation, and ability allocation allows for some extremely different starts. More different than in many class based games. However, it is not immediately obvious so perhaps we need to hint at this more. For example, you can start with wildly divergent mixes of the different skills (such as all stealth, or all evasion, or all melee) and can start with many of the different special abilities which change the game quite a lot. E.g. Charge or Polearm Mastery.
            A few of these things don't make any difference till you have the relevant equipment though. And some of the skills can't be taken advantage of before you gain the requisite xp. With many set-ups it feels like there's an initial grind before you get to properly get into your character.

            There's various options for how to spice this up - I'm sure you would know better than I what would work for Sil

            Comment

            • half
              Knight
              • Jan 2009
              • 910

              #21
              Some more comments on the episode...

              Andrew said that the skill system encourages specialisation. I'm not sure if this is true. The experience cost of getting to x points in a skill goes up as the triangular numbers, so you definitely get more skill points overall by spreading them out (the nth point costs n * 100). This does encourage at least some generalism. Similarly the costs for special abilities. The nth ability in a given skill tree costs n * 500. While many other in game things encourage specialisation, these experience costs do provide a pull in the opposite direction.

              I think you both mentioned enjoying having monsters come through the stairs. I'm not sure if you noticed, but in Sil this is the only way wandering monsters work. There is no teleporting in out of sight, it is always walking around the dungeon while unwary of your presence and occasionally leaving the level too. If you get a stealthy character to wait in the corner of a fairly central staircase room, you can hold down the rest key and watch for a while.

              You mentioned wanting more feedback on stealth and wanting perfect stealth in certain situations. I think the feedback is probably a good idea and you have a pretty good way of implementing it. As Scatha mentioned we had a system of feedback during testing and removed it because no-one looked at it, however it was probably less useful than your system.

              I think you are underestimating the difficulty of achieving perfect stealth in Sil. You mentioned needing about 20 points more than the opponent's perception since you roll opposed 1d10s. However, the maths actually works out at needing 9 points more (e.g. if you roll a 1 and they roll a 10, they have only gained 9 points on you, and this extreme gain only happens 1 in 100 times). If you go crazy on stealth you can achieve this. It is your choice whether to do that or whether to be a bit more flexible. I'd advise trying stealth characters with little or no melee, but enough other skills to get some very useful abilities. Notably Sprinting is very useful in general and amazing for stealth characters who need to get away when caught. Also Keen Senses lets you see monsters from a square further away which is essential for avoiding them in the dark, such as in corridors.

              Because monsters move around in Sil, even if you have perfect stealth, they can find you by bumping into you and you can't always avoid this (e.g. groups coming at you with erratic movement). The difference between 'perfect' stealth in constrained situations and stealth with a small random component is thus fairly moot as there is randomness in monster placement and monster AI.

              The stealth game in Sil is about periods of undetectability and tension, with occasional moments of terror and escape (use those consumables if needed, try putting the monsters back to sleep, use Sprinting to make some ground, use Vanish to let them become unwary again more quickly). This might not be the ideal stealth game for you, but it works and is very popular. It also comes naturally out of the skill system where everything (well everything except smithing) takes the form of opposed rolls. Adding a more 'gamey' and deterministic stealth system to Sil would feel out of place with its other mechanics.

              Comment

              • Darren Grey
                Scout
                • Jan 2013
                • 25

                #22
                Originally posted by half
                Andrew said that the skill system encourages specialisation. I'm not sure if this is true.
                I'm not either, and I should have challenged him on that as it didn't make any sense to me with how the stat increase system works, as well as with how rolls can max out and strength effectivity is limited by weapon weight. I quite like how Sil's systems are balanced out - everything is kinda useful to everyone, so you always feel like you want more. This is much better than games where you have no choice, or the choice is obvious, or you always get everything you want. The difficult decisions in character building are perhaps what I enjoyed most in Sil

                I think you are underestimating the difficulty of achieving perfect stealth in Sil. You mentioned needing about 20 points more than the opponent's perception since you roll opposed 1d10s. However, the maths actually works out at needing 9 points more (e.g. if you roll a 1 and they roll a 10, they have only gained 9 points on you, and this extreme gain only happens 1 in 100 times). If you go crazy on stealth you can achieve this.
                Oh, I had that wrong in my head then. But the problem remains for me of not knowing when you're at or near those 9 points more, unless you learn the manual off by heart and have all the equations going in your head as you play. I want the game to work that out for me :P

                I did try some pure Stealth characters, but they ended up impotent when eventually being discovered by scouts or in corridors, and early on there are no escape options or consumables to use.

                Because monsters move around in Sil, even if you have perfect stealth, they can find you by bumping into you and you can't always avoid this (e.g. groups coming at you with erratic movement). The difference between 'perfect' stealth in constrained situations and stealth with a small random component is thus fairly moot as there is randomness in monster placement and monster AI.
                This I'm fine with and enjoy. For me a good stealth game is about trying to predict enemies, carefully positioning, choosing movements well, reacting to situations, etc. There's that tension every time you move of whether or not you made the right choice, not knowing how the enemy will act. But in Sil this felt overshadowed by the number system. The geometry game of stealth is less fun when you have to play with arithmetic in your head.

                But a simple safety marker would do wonders for improving this for me - something to give a simple overview of the number system without swamping the player with stats.

                I wonder if something similar could be done with combat...

                Comment

                • Scatha
                  Swordsman
                  • Jan 2012
                  • 414

                  #23
                  Also, even a modest investment in stealth can be useful in preventing half the dungeon hearing you and descending on your position. This is a natural consequence of the mechanic, but perhaps the manual should draw attention to it as if every monster you see notices you it may seem your stealth is doing nothing. We want this effect, but it would be harder to achieve with a boardgame like mechanic.

                  Aside to half: I did have some thoughts about changing the smithing system to use opposed rolls! I can't imagine us doing this anytime soon, but we can chat about it sometime.

                  Comment

                  • Psi
                    Knight
                    • Apr 2007
                    • 870

                    #24
                    Originally posted by Darren Grey
                    But a simple safety marker would do wonders for improving this for me - something to give a simple overview of the number system without swamping the player with stats.
                    However... iirc the perception of a monster is not exposed to the player unless you have lore master (or if it is in your monster history?) and therefore this is not something you would necessarily know without consulting the edit files and hence cannot be used. Similarly there are frequently monsters in the dark, so how do you deal with that without giving away too much to the player? Personally I think the stealth mechanic works very well.

                    Comment

                    • Darren Grey
                      Scout
                      • Jan 2013
                      • 25

                      #25
                      Originally posted by Psi
                      However... iirc the perception of a monster is not exposed to the player unless you have lore master (or if it is in your monster history?) and therefore this is not something you would necessarily know without consulting the edit files and hence cannot be used. Similarly there are frequently monsters in the dark, so how do you deal with that without giving away too much to the player? Personally I think the stealth mechanic works very well.
                      Make it based on the best available knowledge to the player, with the caveat in the manual saying it can't be 100% relied on due to lack of knowledge by the player character. The point is to simplify information the player could already work out by themselves. The mechanics of Sil are very open and clear, with all the modifiers listed in the manual, but on a turn by turn basis they're very difficult to keep track of. It's a bit like showing the attack dice rolls with all modifiers on the left instead of expecting the player to work it out on their own.

                      Comment

                      • Thraalbee
                        Knight
                        • Sep 2010
                        • 707

                        #26
                        Originally posted by Psi
                        However... iirc the perception of a monster is not exposed to the player unless you have lore master (or if it is in your monster history?) and therefore this is not something you would necessarily know without consulting the edit files and hence cannot be used. Similarly there are frequently monsters in the dark, so how do you deal with that without giving away too much to the player? Personally I think the stealth mechanic works very well.
                        +1 to that

                        Comment

                        • clouded
                          Swordsman
                          • Jun 2012
                          • 268

                          #27
                          Originally posted by Darren Grey
                          Oh, I had that wrong in my head then. But the problem remains for me of not knowing when you're at or near those 9 points more, unless you learn the manual off by heart and have all the equations going in your head as you play. I want the game to work that out for me :P

                          I did try some pure Stealth characters, but they ended up impotent when eventually being discovered by scouts or in corridors, and early on there are no escape options or consumables to use.

                          This I'm fine with and enjoy. For me a good stealth game is about trying to predict enemies, carefully positioning, choosing movements well, reacting to situations, etc. There's that tension every time you move of whether or not you made the right choice, not knowing how the enemy will act. But in Sil this felt overshadowed by the number system. The geometry game of stealth is less fun when you have to play with arithmetic in your head.
                          This seems a problem with your mentality rather than the game. Or perhaps the problem is that the game gives you those formulas at all? I've never felt it necessary to figure out anything like this, either in stealth or in combat.

                          I wrote some advice for pacifist character here if you are interested: http://angband.oook.cz/ladder-show.php?id=13746

                          The early part is the most frustrating for pacifists, but if you start with 7 in stealth nothing should really notice you if you stick to walls, use stealth mode in lit areas (until keen senses) and stand still while stuff passes by. If stuff does notice you, you can usually manage to either run back to the stairs you came from, run around the level to find stairs down or close doors on them (wolves). The main problem early are crebains, who are perceptive and fast, if they notice you the best option is usually to get into a corridor and kill them, a couple of points in melee and a short sword should do the business.

                          I was honestly a little insulted when you boiled down the combat into "hold left until it dies, how boring." Did you forget about the dozen or more tactical abilities in the game? As half and jdh mention there are a number of things you can do right at the start that begin to make the combat open up. There are a huge amount of combinations of abilities you can go with later, creating a lot of different melee playstyles. To me this is the most enjoyable part of the game, yet it does seem sometimes like it's the hardest way to play - when I first started I played mainly stealth characters too. Considering how you often complain about melee in roguelikes being simply "bump into stuff until it dies" I'm surprised you dislike Sil's combat so much, even without taking any abilities the combat has more depth than most other games simply due to the AI.

                          Though I do understand why you wouldn't be too enthusiastic about combat having only played the first few floors. I've said in the past that I feel there are too many pack enemies early on. Playing not so good characters, it can sometimes be a slog if groups of orc soldiers/warriors team up and you have 10+ of them to deal with, in these situations I often abandon the level.

                          Comment

                          • Darren Grey
                            Scout
                            • Jan 2013
                            • 25

                            #28
                            Originally posted by clouded
                            I was honestly a little insulted when you boiled down the combat into "hold left until it dies, how boring."
                            I probably worded that a little strongly. In general I think random damage systems reduce themselves to "hold down left", for the sheer reason that you end up having to play the game of averages with every enemy. An enemy that could die in 2 hits could instead die in 7 hits, whilst still being fairly non-threatening. How boring! A room full of such enemies is even worse, and I found on my melee focused characters that it got very tedious at points. The justification for such randomness is usually "it might generate interesting circumstances", but far more often it will generate dull circumstances.

                            You said yourself it can become a slog with groups early in the game. Not *all* the combat is holding down the key, but fairly mindless bumping or dancing around doorways does end up occupying quite a bit of the early game for many characters. And in a roguelike the early game get played a hell of a lot more than the later parts, meaning for many people this is 99% of what they experience.

                            Comment

                            • half
                              Knight
                              • Jan 2009
                              • 910

                              #29
                              Originally posted by Darren Grey
                              In general I think random damage systems reduce themselves to "hold down left", for the sheer reason that you end up having to play the game of averages with every enemy. An enemy that could die in 2 hits could instead die in 7 hits, whilst still being fairly non-threatening. How boring!
                              I'm very puzzled by this bit. I don't understand how these sentences fit together. It seems like you are in support of a system where every monster of a given type dies in about the same number of attacks, but then you say that adding variance to this just leads to 'the game of averages'. Isn't the no-variance case even more average all the time?

                              Also, you point to a creature that was no threat taking longer than average to kill, but couldn't it also take less time to kill, making it less boring? Doesn't it do that just as often? If the issue is that things are taking 2 to 7 hits when they should be taking about 2 hits, then that isn't a problem of randomness, but a problem of making things take too long to kill.

                              If that is an issue you are having with Sil, then it may very well be partly self-imposed. You can always put more experience into melee rather than evasion or other skills. You can cut down on armour (some of which impedes melee) and can get aggressive special abilities like Charge, which are available right from the start. You can definitely make glass battleship characters in Sil where you can't hold down the keys. This could be a problem with Sil, but only in the sense that it isn't spelled out enough, or perhaps that the optimal play involves very defensive (and thus boring) characters. I'd be skeptical of that last claim though, as there are some serious problems you run into if you can't kill things fast.

                              I know that you are a fan of some extremely simple combat systems -- notably one hit kills of everything. In such cases the combat rules are exceptionally simple, but often there is a lot of complexity and thinking ahead in the positioning and use of special abilities. I think that can great, but I didn't want a system like that in Sil, and indeed very few medium or large roguelikes play that way. Most have pen and paper RPG style combat systems like Sil does. Most don't have loads of interesting tactical positioning abilities like Sil though. I don't see what Sil is doing worse than average here. Especially if compared with a game that I know you love: ADOM, which has a more complex, more opaque, and probably less well designed combat system than Sil. Really, I was looking into it again while writing this and it is very complex and arbitrary. e.g:

                              Code:
                              DEFENSIVE VALUE (DV): The defensive value determines how hard you are
                              to hit.  It starts at 1, 10 is about average, and, in theory, it is
                              not limited in its value.  The higher the value is, the harder you are
                              to hit.  This value is influenced by race, class, dexterity,
                              equipment, burden level, hunger, and dozens of other factors.
                              (Note that from what I can find, the player base not only doesn't know what all the dozens of factors are, but it doesn't even know how the roll is calculated. It does know that there are at least three types of DV though, which enter the calculation in different ways, as well as PV which is damage reduction.)

                              Code:
                              usually your to-hit
                              adjustment for fighting with two weapons is determined in the
                              following way:
                              * Take (Two-weapon combat / 20) as a basic bonus.
                              * Subtract 6 if you are not playing a ranger.
                              * Subtract MAX(0, (Weight of the two weapon / 10) - 6).
                                If you are a ranger of level 32-49 it is
                                      "Subtract MAX(0, (Weight of the two weapon / 20) - 6)"
                                If you are a ranger of level 50 it is
                                      "Subtract MAX(0, (Weight of the two weapon / 40) - 6)"
                              Code:
                              UNARMED FIGHTING    0  1  2  3  4  5  6   7   8   9  10  11  12  13  14  15
                              To-Hit Modifier     0 +1 +2 +2 +3 +3 +3  +4  +6  +6  +9 +10 +10 +10 +12 +12
                              To-Damage Modifier  0  0  0 +1 +1 +2 +2  +3  +3  +4  +6  +6  +8 +10 +10 +12
                              DV Modifier         0  0  0  0 +1 +1 +2  +2  +3  +3  +4  +5  +6  +8 +10 +12
                              
                              DAGGERS & KNIVES    0  1  2  3  4  5  6   7   8   9  10  11  12  13  14  15
                              To-Hit Modifier     0 +1 +2 +2 +3 +4 +5  +6  +7  +9 +10 +12 +14 +16 +18 +20
                              To-Damage Modifier  0  0  0 +1 +1 +2 +2  +3  +4  +5  +6  +7  +8 +10 +11 +12
                              DV Modifier         0  0  0  0  0 +1 +1  +1  +2  +2  +3  +3  +4  +4  +4  +5
                              
                              CLUBS & HAMMERS     0  1  2  3  4  5  6   7   8   9  10  11  12  13  14  15
                              To-Hit Modifier     0 +1 +2 +2 +3 +3 +4  +5  +6  +7  +9 +10 +12 +14 +16 +18
                              To-Damage Modifier  0  0  0 +1 +1 +2 +2  +3  +4  +5  +6  +7  +8 +10 +11 +12
                              DV Modifier         0  0  0  0 +1 +1 +1  +2  +2  +3  +3  +4  +4  +4  +5  +6
                              And in a roguelike the early game get played a hell of a lot more than the later parts, meaning for many people this is 99% of what they experience.
                              I just thought I'd add a comment here about the pacing of the game. A full game of Sil takes about 5 hours. The early game (up to 300 ft or so) should only take about 20 minutes of this time or less once you are experienced. You are definitely right that for some players the early game is 99% of what they experience, but only if they give up before getting much further. When you are experienced it will probably be about 20% of the time or less, even taking into account the fact that you don't always get to the deep parts. This may be cold comfort to people who are turned off by the early game, but if you think you might like the mid and late game, then don't worry too much that you will have to spend most of the time in the early game -- you will be able to rush through it fairly quickly and competently later.

                              Comment

                              • debo
                                Veteran
                                • Oct 2011
                                • 2402

                                #30
                                This is my favorite thread on oook since like, ever. We need external critics to show up more often

                                half, Scatha, I think you should go on Roguelike radio!!!!!
                                Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

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