Perhaps if Lore-Master wasn't instant. Like the pseudo ID in Angband, but more exact. That way, it would have the same overall effect, but not be so amazing that every player takes it.
Sil: What are your least liked features of Sil?
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I don't see any need to change this. If you like the ID game, play it. If you don't, eat the few thousand XP you need to spend in order to avoid it.
I should have listed the design decision to put loremaster in the game high up in my list of things I love about Sil.
I absolutely hate the id game in pretty much every roguelike I've ever played, and while Sil does it very well it's just not something I would ever be entertained by.Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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I guess in cases where there's a vault full of stuff where you're too scared to enter -- a loremaster character would get the XP for seeing everything, whereas a non-loremaster guy would have to run without being able to id them?Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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If that's the case, I'm just being dense -- because I can't see how the math would ever really work out in your favor in the long run by taking loremaster if you're actually good at the ID game.
I guess in cases where there's a vault full of stuff where you're too scared to enter -- a loremaster character would get the XP for seeing everything, whereas a non-loremaster guy would have to run without being able to id them?Last edited by taptap; May 6, 2013, 01:35.Comment
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I didn't know about the "orc doesn't pick it up" and "herb lying under a wright tends to be bad" methods of ID. All of this is taking a very Nethack-ish spin (for those who don't know: in Nethack, id'ing is mostly done by checking the outcome of a zillion of hard-coded side effects, such as using gems to engrave, dipping in potions, interacting with monsters, and so on. Typically, players figure out about most of these tricks using spoilers, since many of them are really crazy stuff).--
Dive fast, die young, leave a high-CHA corpse.Comment
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Let me add one point to your excellent list of subtle things in which Loremaster gives you an edge: risk-taking. If you see an un-ID'd amulet in a vault close to a red D, you are tempted to try and run for it (either killing the dragon or using stealth). If you knew from the beginning that it's a constitution<-1>, you'd spare the risk.--
Dive fast, die young, leave a high-CHA corpse.Comment
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Wow... never thought I have news for the player who made so many winning smithing chars.
Afair: You start at a higher difficulty, but the difficulty increase per enchantment is less than with normal metal, so for really complicated artifacts you end up with lower difficulty.
P.S. Turns out this was all wrong. Misunderstanding resulting from taking Mitril Corslet as base and comparing to equal stats non-Mithril item.Last edited by taptap; May 10, 2013, 19:10.Comment
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Wow... never thought I have news for the player who made so many winning smithing chars.
Afair: You start at a higher difficulty, but the difficulty increase per enchantment is less than with normal metal, so for really complicated artifacts you end up with lower difficulty.Comment
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Is that what you meant?Comment
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I don't think there's anything so explicit (like there is for crowns, robes, and sceptres). But mithril items do have better base stats than regular items. The difficulty is higher, but only around as much as it would cost to get that bonus on a fine item regularly (I think normally about a point less, but I can't remember). If you try to stack that particular bonus -- for instance you want a sword with high accuracy -- then the increasing costs for the same kind of bonus mean that you're noticeably better beginning with a mithril base.
Is that what you meant?
If this isn't true, I apologize and would like to register this as an ideaComment
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