Do we need points based stat generation at all?
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Well, it sort of defeats the point of the edit files if we do that, so it's probably no go for that idea, whereas a per class one we could hack into the current format easily enough.Leave a comment:
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I like your proposal better, though I would downgrade the spellcasting stat (and possibly CON) for the half-casters, and add a point in STR and/or DEX.
(I also don't really like to start priest and mage at DEX 10, because it takes forever to get past two blows with a whip or rapier.)
Also, you probably don't have to do the full grid, just the "recommended" class rate combos.
If someone wants to roll a High-Elf Rogue, he can use the default Rogue setup.
Code:STR INT WIS DEX CON CHR Warrior 17 10 10 17 17 10 Mage 17 17 10 12 16 10 Priest 17 10 17 12 16 10 Rogue 17 15 10 17 13 10 Ranger 17 14 10 17 14 10 Paladin 17 10 15 17 13 10
I still maintain I wouldn't mind populating all 66 combinations with strong starting builds for each race/class if someone has a mind to actually use it.Leave a comment:
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I like your proposal better, though I would downgrade the spellcasting stat (and possibly CON) for the half-casters, and add a point in STR and/or DEX.
(I also don't really like to start priest and mage at DEX 10, because it takes forever to get past two blows with a whip or rapier.)
Also, you probably don't have to do the full grid, just the "recommended" class rate combos.
If someone wants to roll a High-Elf Rogue, he can use the default Rogue setup.Leave a comment:
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It seems like an algorithm to intelligently distribute stats would have to be specific to each class, and even then it'd still have to be somewhat complicated, and consider multiple specific break points for each stat and the viability of reaching some or all of those break points. In that light, either of the following might make sense:
1) Points are distributed equally among all of that class's favored stats. This is convenient because all classes (arguably) have 3 or 4 favored stats, and you can spend all your points on four 16s or three 17s. It's as simple as...
Warrior = 17 base STR, DEX, CON
Mage = 17 base STR, INT, CON
Priest = 17 base STR, WIS, CON
Rogue = 16 base STR, INT, DEX, CON
Ragner = 16 base STR, INT, DEX, CON
Paladin = 16 base STR, WIS, DEX, CON
This actually hits the important break points in many cases, and most of those cases it doesn't are obvious race/class mismatches. In the mismatch scenario, the player probably knows what they're doing, and even if they don't, the starting distribution of stats at least gives the them an idea of where to put their points. This is hardly ideal but it is really easy to implement and probably still better than nothing.
2) It was suggested before, but a table of recommended stat allocations for all race/classes would only contain 66 different combinations. This is Vanilla specific and it would break if the race or class modifiers were changed or new races or classes were added, but I don't think any kind of algorithm more complicated than #1 above is going to be any more extensible. If I draft up a C-style array indexable by race id, class id, and stat id and populate it with my recommendations for each race/class, would there be interest in reviewing my choices and using a table-based approach?Leave a comment:
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I play a lot of HE rogues - and I've moved from starting with 18/10 DEX to 18/50 because I like the extra blow with a rapier, and it doesn't seem to cost me anything. Where do you put the extra points - presumably in CON? I've never yet died a death sufficiently marginal that extra CON would have made a difference (it's always massive damage from an unresisted breath or spell, or a lack of FA which kills me). Plus the extra DEX is helpful for AC and shooting (and hitting in melee, for that matter - and avoiding theft ...).
Also, in the medium/long run, your goal is 18/220 str but only 18/150 dex, so the longer it takes to finish stat gain, the more you want to bias in favor of str.Leave a comment:
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I play a lot of HE rogues - and I've moved from starting with 18/10 DEX to 18/50 because I like the extra blow with a rapier, and it doesn't seem to cost me anything. Where do you put the extra points - presumably in CON? I've never yet died a death sufficiently marginal that extra CON would have made a difference (it's always massive damage from an unresisted breath or spell, or a lack of FA which kills me). Plus the extra DEX is helpful for AC and shooting (and hitting in melee, for that matter - and avoiding theft ...).Leave a comment:
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Gnome and Kobold Rogues must start with 18/50 DEX if they want 3 blows per round. Unfortunately this also requires spending all of the rest of your points in STR, so I'm not sure I'd call it smart, but it is a possibility. High Elf Rogues on the other hand can get 3 blows with either 18/10 DEX or 18/50 DEX. The latter actually costs 1 fewer point (since you need less STR), so that's pretty smart but not very important.)Leave a comment:
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Also, I never even consider going to base 18 starting stat. That just seems too wasteful. Any examples where you would want to start with an 18 somewhere? It seems likely that for some combo, a base 18 str might be required for 3 blows, but even then would it be worth doing?
Last edited by Marble Dice; April 20, 2009, 21:44.Leave a comment:
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Also, I never even consider going to base 18 starting stat. That just seems too wasteful. Any examples where you would want to start with an 18 somewhere? It seems likely that for some combo, a base 18 str might be required for 3 blows, but even then would it be worth doing?
So long as the discussion is ongoing, I might as well ask if anyone thinks that it should be possible to spend all points on a single stat to start it at base 18/10 to complete the pattern of (20 - B) stats at base B [fails slightly for B = 15].Leave a comment:
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Well, it's easier to fix if it's generally overvalued I suppose, just reduce the aimed-for DEX stat or put more conditions on it. I'll be honest, if I knew the right balance for the different race/class combos I wouldn't be so bothered about putting this in the game in the first place, so I can't really judge.
if 18/50 is possible, buy it
else if 18/10 is possible, buy that
else leave it be.
IMO that should work for just about any race/class combo, leaving the optimal number of points for STR, CON and spell stat.Leave a comment:
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Don't know how I missed all those! Fixed now, thanks.
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Compiler warnings:
ui-birth.c:822: warning: ‘next’ may be used uninitialized in this function
(Harmless, but annoying)
xtra3.c:1758: warning: implicit declaration of function ‘get_birth_command’
xtra3.c:1759: warning: control reaches end of non-void function
(harmless, but scary-looking)
main-crb.c:2874: warning: implicit declaration of function ‘textui_get_cmd’main-crb.c
Presumably this needs to be in a header file, since it will have the same problem in all main-xxx.c
Bug in point-based selection:
high-elf mage "optimized" for DEX, not for INT.
Should be closer to:
STR 17
INT 17
DEX 13
CON 15
Problem is even worse for Dunadan Priest. (DEX 18, WIS 12, CON 12)
EDIT: In fact, for just about all class/race combos, DEX is valued a little too high.
Also tried:
Paladin Half-Orc
Dwarf Ranger
etc...Leave a comment:
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Feedback obviously welcome.
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I'd be curious to see how the table has changed over time to see what it originally was and how it became what it is now.Leave a comment:
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