Looking at the feature request thread i see that almost everyone is against removing charisma (as i voted), but also that quite a few of us are also not so keen on replacing it with stealth (although i have mixed feelings on this).
Brainstorming I just came up with a couple of ideas of what could be done to make CHA a bit more interesting - most of these are quite unbalanced/time consuming to code, or could alter gameplay too much, but could be used to spark a bit of discussion - atm i have seen few proposals of actually what to do (except leaving everything as is - which is mostly fine by me: other features are higher priority imho)
Anyway, here goes:
- higher CHA reduces turns needed for stores to restock + raises quantity of items on sell + raises chances of finding ego/magical items in stores + raises chances of having more objects displayed in the black market, and those being better and better calibrated relatively to current depth and/or gold (ie there should be a chance to be able to buy them)
- higher CHA increases chances of the dungeon level being generated as very good/excellent: this is not in character with charisma per se but rather luck, and could cause problems in the first half of the game, but i though it might be an interesting idea - on the plus it gives a serious incentive to invest in cha, now that autoscum is gone (sigh...)
- higher CHA impacts on monster knowledge gathering - although now that probing is excellent this might be superfluous
- higher CHA impacts on success rates of the "charm" spells, as suggested here http://angband.oook.cz/forum/showthread.php?t=1543 - post 10
although this doesn't remove the fact that it still remains a tertiary stat for everyone
- change the paladin and/or rogue spellcasting stat from wis/int to charisma: possibly in flavour, not such a big change, and it actually makes the stat meaningful for at least one/two class/es; int still remains crucial for magic item usage, and wisdom (a lot less crucial) for saving throws
----- EDIT: i now realize i probably got this idea from UNagnband, which handles stat effects in an innovative and interesting way (although there are too many of them and i don't like naturally increasing stats) - looking at trac there is already a ticket that suggests taking a look at this in the future
- charisma affects recharge time of rods/artifact activations: totally out of character, but could be fun
Brainstorming I just came up with a couple of ideas of what could be done to make CHA a bit more interesting - most of these are quite unbalanced/time consuming to code, or could alter gameplay too much, but could be used to spark a bit of discussion - atm i have seen few proposals of actually what to do (except leaving everything as is - which is mostly fine by me: other features are higher priority imho)
Anyway, here goes:
- higher CHA reduces turns needed for stores to restock + raises quantity of items on sell + raises chances of finding ego/magical items in stores + raises chances of having more objects displayed in the black market, and those being better and better calibrated relatively to current depth and/or gold (ie there should be a chance to be able to buy them)
- higher CHA increases chances of the dungeon level being generated as very good/excellent: this is not in character with charisma per se but rather luck, and could cause problems in the first half of the game, but i though it might be an interesting idea - on the plus it gives a serious incentive to invest in cha, now that autoscum is gone (sigh...)
- higher CHA impacts on monster knowledge gathering - although now that probing is excellent this might be superfluous
- higher CHA impacts on success rates of the "charm" spells, as suggested here http://angband.oook.cz/forum/showthread.php?t=1543 - post 10
although this doesn't remove the fact that it still remains a tertiary stat for everyone
- change the paladin and/or rogue spellcasting stat from wis/int to charisma: possibly in flavour, not such a big change, and it actually makes the stat meaningful for at least one/two class/es; int still remains crucial for magic item usage, and wisdom (a lot less crucial) for saving throws
----- EDIT: i now realize i probably got this idea from UNagnband, which handles stat effects in an innovative and interesting way (although there are too many of them and i don't like naturally increasing stats) - looking at trac there is already a ticket that suggests taking a look at this in the future
- charisma affects recharge time of rods/artifact activations: totally out of character, but could be fun
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