Just throwing this out for discussion. What do you guys think about these two ideas? They've been around a long while but I never really saw the reasons not to use them in more bands, or even vanilla.
I. Stochastic energy: implemented in hengband, this gives player and monsters randomized energy each turn instead of fixed values. I assume you would assign energy in a random distribution centered on base amounts. It seems to me that reducing predictability is a good thing, and it would mitigate the overwhelming tactical advantage of speed. It could make play feel less mechanical. Problems?
II. Fractional blows. For example 1.4 blows means you get 1 + (40% chance of 1 more) blow. Would create finer points of distinction between different weapons. Why not? One argument I saw somewhere was talking about how large "breakpoints" in power are better for gameplay. But I think that aspect would better not be hardcoded into core mechanics, but rather designed into character and item progression. It's not intuitive how just a slightly lighter weapon can cross a threshold and be hugely more powerful than the other.
I. Stochastic energy: implemented in hengband, this gives player and monsters randomized energy each turn instead of fixed values. I assume you would assign energy in a random distribution centered on base amounts. It seems to me that reducing predictability is a good thing, and it would mitigate the overwhelming tactical advantage of speed. It could make play feel less mechanical. Problems?
II. Fractional blows. For example 1.4 blows means you get 1 + (40% chance of 1 more) blow. Would create finer points of distinction between different weapons. Why not? One argument I saw somewhere was talking about how large "breakpoints" in power are better for gameplay. But I think that aspect would better not be hardcoded into core mechanics, but rather designed into character and item progression. It's not intuitive how just a slightly lighter weapon can cross a threshold and be hugely more powerful than the other.
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