Do we need points based stat generation at all?
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Nah, I just can't buy it. Give me 4 points somewhere else. Only Warriors could maybe behave like they have 3 dump stats. -
With non-casters, I always spend 12 points on Str. The combination of carrying capacity and melee damage makes it too important. Finding another 4 con potions later is of no concern, as they are frequent plus theres ent draughts and toughness and augmentation. Also, when the time comes to switch to con gear, it often so happens that equipping the stuff acquired by then overshoots 18/200 con anyway.
Possibly im a little biased from playing with randarts; unlike in standart games, where youre almost guaranteed a good dagger early on, you have to be ready to wield heavier weapons asap.
Its a case of early advantage vs delayed gratification and I am all in the early advantage camp on this one.Leave a comment:
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Werbaer: 18/40 is fine. You get plenty of mana, and it won't take that long to find a +stat item (ring, amulet, or helmet, or even *slay* weapon.)Leave a comment:
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I always spend 12 points on the spell stat as a pure caster. Getting the stat up to 18/50 is huge. And with an internal stat of 18, you only need one stat (swap) potion to get real good benefits.Leave a comment:
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Seems closer to specifying a default buy for each class, which is easier anyway.Leave a comment:
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Some further thoughts:- I agree with David's point that spending 12 on anything is a bad deal
- I agree with Pete's point (from 2009) that CON is undervalued
- I think the current immediate spend of 8 on STR is probably correct (although maybe not for half-trolls)
- I feel like break-points are really only interesting for DEX and blows, and then only for warriors, paladins, and probably rangers and rogues (maybe priests and druids are slightly interested?)
- I think full casters, especially mages and necros, want to spend big on their spell stat
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Develop the mechanism to capture the algorithm in a text file.
Provide a default algorithm.
Allow it to be specialized for class and class/race combos.
Provide one for the Blackguard.
Let the community do the rest, like macros.
It's there any reason the algorithm can't be a simple list of desired stats?
For example, using your default:
STR=17,DEX=18/10,(INT,CON)=16
Which reads:
Allocate points to 17 STR
Allocate points to 18/10 DEX
Allocate 1 point to INT, then CON, one at a time, until both are 16.
I could be that simple, then just tag it for class or class/race. And then let fly.
For you default, you may have to create a specialization for, say, priests to use WIS instead of INT.
But, no need out the gate to do one for everything. Just let folks customize it to their liking, and over time, recipes will start to accumulate.Leave a comment:
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The DEX "Blows Index" is probably the most important one. I set this one first at 10, 17 or 18/20. Sometimes I'll put a leftover point to get 18 because you get everything except more blows.
For half-casters, I think the 13 and 15 levels for INT or WIS are crucial. For others, it is often worth a point or two to get an improvement in save or devices imo. For full casters I don't think there's a hard and fast rule. You can put in 8 points or more, or you can spread them around to be more well-rounded. Pretty sure I always end up with 5-8 points in a full caster's prime requisite.
For CON, 14 and 18 are great because they improve recovery times from stunning, poison and cuts. Many players don't care about the extra HP, but going from 14 to 18 gives an extra 5 HP every 4 levels, plus the recovery gain, and that seems worthwhile to me if you can find the points. But going from 9 to 13 and 14 to 17 isn't worth much.
Finally, STR is the most important stat overall. It doesn't have the same break-point benefits as the others, but I put 4-8 points in this no matter the class. If you know the weight of the weapon you'll be using then you can use Blows Coefficient breakpoints. For example, the Blackguard starts with a 10 lb Tulwar, and therefore get extra blows at STR 18, 18/20 and 18/40. I'll put in that 8th point to hit one of these, but not to hit 18/10 or 18/30. The Carry Limit is very useful for all classes.
I don't like spending 12 points on anything. That's 3 extra statgain potions you'll need later.Leave a comment:
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I'm a relative noob, especially when it comes to the esoterica of point-based stat generation. Can someone please explain it in a little more detail?
I quickly learned I could do better by rolling rather than point buying, and got good at adding up the stats and stopping to inspect stat sets with a high sum (usually >72 doesn't take too long to find) and at least one 18 in prime requisite(s).
Why is a point-based generation scheme deemed superior (or at least a desirable alternative) to munchkin rolling like this?
Also, the AD&D 2e PHB has several stat generation options. Are none of these suitable for Angband?
(I assume a better understanding of the first question would help answer the latter two...)Leave a comment:
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Was hoping to escape the zombies long enough to sleep, but they caught up to me.
The true root issue is that the bonuses are very opaque. 3rd edition D&D cleaned this up, but Angband is stuck with this system seemingly based on 2nd ed.
One of the very first things that I put into my spreadsheet is the bonuses for each of the 5 stats. I reference them frequently when creating a character. The approach Nick outlined is basically what I'm doing, and would be a very smart way to program a default buy. But it's very subjective, and would be complex to specify a good list, given the 8 and 12 cost levels.
I think the very best solution would be to throw out those old tables and make something sensible. The next best would be to let the player see in-game what each level actually does for their character.
Next best (tho not mutually exclusive) is Nick's approach above. Hitting the breakpoints that the player doesn't know about would be a big improvement over blithely slamming 12 points into Dex. I'd be happy to add my 2 cents to that list of breakpoint targets.
A simpler approach would be to spend the 20 points based solely on class, and this could fit nicely into class.txt. This wouldn't hit the breakpoints but would communicate which stats are to be valued.
### Warrior ###
Birth-points:8:0:0:6:6
### Blackguard ###
Birth-points:6:4:0:5:5
(I don't love spending 8 points on one stat but I will for crucial breakpoints, but I never spend 12. Others may differ. Also, many eschew Con more than I do. My personal point buy preferences aren't important, but felt obliged to add this note after giving the Birth-points suggestion above.)Leave a comment:
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If we want it to be optimal, then yeah we'd have to somehow take race into account, perhaps by setting targets. Though setting targets is tricky, because what happens if you can't reach the target for say Int, but you can for Dex (since you're playing a Half-Troll)? Should you get as close to Int as possible, even if that means you can't hit the Dex target either, or should you hit the Dex target since you can, even though that hurts Int?
If we just care about "good enough to get started, but not necessarily optimal" then you could probably set the targets based on either humans (i.e. no stat bonuses) or the race that we expect is the most common combination (i.e. Half-Troll for warrriors and maybe Blackguards, hobbits for rogues).Leave a comment:
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An extra wrinkle is race dependency, because it's not how many points you put in but where you get to that matters. So maybe each class should have successive targets to reach - STR 18, than INT 17, then DEX 18/10 for blackguards for example (numbers not well thought out).Leave a comment:
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Str: 5
Dex: 4
Int: 0
Wis: 0
Con: 0
Blackguard maybe might be more like
Str: 5
Dex: 2
Int: 2
Wis: 0
Con: 0
This might be a little bit brittle, and could break (either spend too few or too many points) if we ever tweaked the cost of stat buy. However, I have a sneaking suspicion that changing stat buy isn't exactly high on the priority list, so that's probably not a problem. It also means that your logic can be dead simple, and it's really easy to add additional classes, or tweak a class' starting point allocation.Leave a comment:
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