Why are you starting warriors with a sword at all? I'd give them a Rapier, which should give two or three blows. The perfect weapon for a bar-room brawler setting out on an adventure.
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This removes tedium, albeit slight, from the game and is this not a dev goal?It's better to burn out than to fade away!Comment
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Right. What I meant was: why not start them with a weapon they can actually use? I thought of dagger, too, but that is a little too far from roleplay.
And for many warriors, Rapier is the best starting weapon (if they can't quite get 4 blows with a dagger.)Comment
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I say start everyone with a whip. Then when some monster drops a dagger, it is an upgrade. Those who insist on starting with a better weapon can prioritize their starting money that way.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I must have thought oldschool when whips had a bigger die ... or nah I admit just threw out dagger as the basic weapon without much thought.
You were lucky! When I was young we used to dream of starting with a plastic spoon. We had to use a toothpick and considered ourselves fortunate!It's better to burn out than to fade away!Comment
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Well honestly, the starting equipment should be so that you can just press > and get going for most race/class combinations. Rapier, hard leather and wicker shield or something like that to still have a semblance of "roleplay" elements. Basic spellbook and dagger or mace. Dagger, leather and cloak for rogues. Shortbow some arrows and dagger for rangers, etc. You could make them {inherited} and not have the shopkeepers pay anything for them ... (except spellbook so it stacks without silly flags).
Then for all classes maybe scroll of phase door, 1 WoR, potion of CLW...Comment
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I just finished clearing a red dragon pit at 3100' (which included 9 Great Hell Wyrms). I got 11 randarts (plus one from an ancient white dragon that dropped by while I was cleaning up), a gold DSM of permanence (resistance to confusion! Finally), a Rod of Healing, innumerable un-ID'd ego items, and two stat gain potions.
Whatever happened to the drop tables, they're way more generous than they should be.
EDIT: "When activated, it magically renders you well-fed, curing any gastrointestinal problems." Okay, who's responsible for that one?Last edited by Derakon; August 4, 2010, 05:08.Comment
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Lol 11 randarts? ... Funky. Since the ego items will most likely be in the drop good/great category, that ought to be unchanged. The rod and stat gain pots are probably due to changes in item distribution that they were more likely to drop. But 11 randarts? I have a feeling something funky is going on with randarts, I'm not having the same feeling of getting tons of artifacts in my standart game now ...Comment
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Lol 11 randarts? ... Funky. Since the ego items will most likely be in the drop good/great category, that ought to be unchanged. The rod and stat gain pots are probably due to changes in item distribution that they were more likely to drop. But 11 randarts? I have a feeling something funky is going on with randarts, I'm not having the same feeling of getting tons of artifacts in my standart game now ..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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