multiple barehand blows?

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    multiple barehand blows?

    Currently, many starting @s get multiple blows with light weapons. However, those same chars get a single blow when attacking without a weapon.

    Should the @ get multiple barehand attacks when that would happen with a light weapon?

    I have had early chars who did more damage with a whip (1d3) (+0,-3) than with punching. I really do not know whether I think that is good or bad. I waffle.

    I would be a little surprised if anyone besides me ever chooses initial stats for multiple blows and then descends barehanded. I'm not sure any arguments are truly relevant.


    The main reason for multiple barehand attacks is so that it would be natural to display the number of attacks with a light weapon during character creation when the char is barehanded.
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Originally posted by PowerDiver
    Currently, many starting @s get multiple blows with light weapons. However, those same chars get a single blow when attacking without a weapon.

    Should the @ get multiple barehand attacks when that would happen with a light weapon?

    I have had early chars who did more damage with a whip (1d3) (+0,-3) than with punching. I really do not know whether I think that is good or bad. I waffle.

    I would be a little surprised if anyone besides me ever chooses initial stats for multiple blows and then descends barehanded. I'm not sure any arguments are truly relevant.


    The main reason for multiple barehand attacks is so that it would be natural to display the number of attacks with a light weapon during character creation when the char is barehanded.
    I think there is only any point worrying about this if we are going to have proper martial arts (like in S, or for druids in O). IMO it would be an alternative warrior build (possibly even a separate class), which got significant bonuses from wielding no weapon.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      #3
      Originally posted by Magnate
      I think there is only any point worrying about this if we are going to have proper martial arts (like in S, or for druids in O). IMO it would be an alternative warrior build (possibly even a separate class), which got significant bonuses from wielding no weapon.
      No, no, it's not about the game effect. I had to mention that, but it's not the point.

      The main point is so that as you adjust your stat points during birth you see when blows changes.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by PowerDiver
        No, no, it's not about the game effect. I had to mention that, but it's not the point.

        The main point is so that as you adjust your stat points during birth you see when blows changes.
        Oh! Right. Yes. We have a ticket for that. (http://trac.rephial.org/ticket/759#759)
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          I think it makes some sense to treat barehanded as having a weight-zero weapon (or a weight-.5 weapon, or whatever makes the coding easier). Displaying #blows when selecting stats is a bit iffy, though, given that the actual weapon the character ends up with may give a different result than the "weapon" being used at chargen. In other words, there's potential for confusion there.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by Derakon
            I think it makes some sense to treat barehanded as having a weight-zero weapon (or a weight-.5 weapon, or whatever makes the coding easier). Displaying #blows when selecting stats is a bit iffy, though, given that the actual weapon the character ends up with may give a different result than the "weapon" being used at chargen. In other words, there's potential for confusion there.
            Not really. Each class has a minimum weapon weight, below which no advantage is gained in terms of extra blows. So all we need to show on the char screen is the number of blows at that min weight (which is always between 3lb and 4lb). So setting unarmed as 0.1lb weapon would work fine.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              Magnate: I'm mostly thinking of the player rolling up a warrior, say, and saying "Why don't I get three blows per round with my longsword?" This is the hypothetical player that doesn't know even at a high level how the blows system works.

              I guess that's more the fault of the blows system being opaque than the chargen screen being misleading, though.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by Derakon
                Magnate: I'm mostly thinking of the player rolling up a warrior, say, and saying "Why don't I get three blows per round with my longsword?" This is the hypothetical player that doesn't know even at a high level how the blows system works.

                I guess that's more the fault of the blows system being opaque than the chargen screen being misleading, though.
                Indeed. Takkaria has agreed to an overhaul of the blows system in a future release - moving to fractional blows. Still won't be instantly obvious to new players, but should be quite a bit easier to explain in the help.
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  This is getting a bit far-fetched, but I'm imagining an inline help system and I think it'd make the game much more accessible. So for example, while you're on the character screen, you could use the cursor keys (or the mouse) to highlight various entries, and get some explanatory text about what they are and what affects them (e.g. how your saving throw protects against curses and status ailment spells, and is improved by increasing your wisdom score). Or in the monster memory, you could highlight different spells and melee attacks to get more information on what they can do (e.g. the damage potential of a moderate curse spell, or the amount of experience drain caused by a Black Wraith's touch).

                  The current documentation is fairly complete but not very accessible. Making it inline (but not intrusive) would be a big help.

                  Comment

                  • fph
                    Veteran
                    • Apr 2009
                    • 1030

                    #10
                    Originally posted by Derakon
                    Magnate: I'm mostly thinking of the player rolling up a warrior, say, and saying "Why don't I get three blows per round with my longsword?" This is the hypothetical player that doesn't know even at a high level how the blows system works.
                    Well, I think the #1 question to ask here is: "why do warriors start with a longsword, when the first thing every expert player does is selling it to buy a dagger/main gauche/rapier, which does more damage and costs less?"

                    I'd go for one of the following:
                    -starting with a rapier or a dagger
                    -no starting weapon -- just buy what you prefer
                    -changing the starting weapon to the "best possible one" according to STR/DEX.
                    Of course adjust the starting money accordingly.
                    --
                    Dive fast, die young, leave a high-CHA corpse.

                    Comment

                    • Rizwan
                      Swordsman
                      • Jun 2007
                      • 292

                      #11
                      Or how about an option for starting out with a kit or with no kit but more money say the equivalent gained by selling the items in the kit?

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        #12
                        I kind of like this idea, but I do actually use weaponless combat for a purpose: to wake up wimpy (town) monsters to test armor and devices.

                        Even a t would die to 4 blows at +6.

                        Comment

                        • PowerDiver
                          Prophet
                          • Mar 2008
                          • 2820

                          #13
                          Originally posted by Pete Mack
                          I kind of like this idea, but I do actually use weaponless combat for a purpose: to wake up wimpy (town) monsters to test armor and devices.

                          Even a t would die to 4 blows at +6.
                          Perhaps you could throw torches for that.

                          Comment

                          • konijn_
                            Hellband maintainer
                            • Jul 2007
                            • 367

                            #14
                            Originally posted by PowerDiver
                            Perhaps you could throw torches for that.
                            Or an uncursed item of aggravation.

                            T.
                            * Are you ready for something else ? Hellband 0.8.8 is out! *

                            Comment

                            • takkaria
                              Veteran
                              • Apr 2007
                              • 1951

                              #15
                              Originally posted by Rizwan
                              Or how about an option for starting out with a kit or with no kit but more money say the equivalent gained by selling the items in the kit?
                              We already have an option like this which gives 500AU and no starting kit.
                              takkaria whispers something about options. -more-

                              Comment

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