Class question

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  • Zambaku
    Apprentice
    • Dec 2007
    • 80

    Class question

    I was thinking, is it possible to make a class that can't use weapons, like a monk for example? If not, can it be applied to races instead so a certain race can't hold weapons?
  • Nolendil
    Adept
    • May 2007
    • 171

    #2
    There are monks in ToME 2, Entroband, Hengband, ZAngband, FuryBand, XBand, Chengband and Gumband, so it's certainly possible
    I'm not sure all of them don't use weapon though, I probably only tested them in Tome or ZAngband.

    However, it would probably require some coding if you want to add one in V.
    Not holding weapons is only the first step, you have to give bonuses to compensate it (like bare-hand combat damage increasing with level, spell-like system to increase toughness...).
    A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
    A Mx H- D c-- f- PV+ s- d P++ M+
    C- S-- I So B++ ac GHB- SQ+ RQ++ V+

    Comment

    • Zambaku
      Apprentice
      • Dec 2007
      • 80

      #3
      Okay! Cheers for the help =)

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        Yeah, you'd definitely need to modify the code to make weaponless combat viable. To-hit, to-damage, and base dice would probably need to increase with level, and you'd have to assign some arbitrary weapon weight to barehanded combat so you could get multiple blows (or come up with some other way to increase max blows, e.g. also with level).

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by Derakon
          Yeah, you'd definitely need to modify the code to make weaponless combat viable. To-hit, to-damage, and base dice would probably need to increase with level, and you'd have to assign some arbitrary weapon weight to barehanded combat so you could get multiple blows (or come up with some other way to increase max blows, e.g. also with level).
          There are two different questions here, to which the answers are:

          1. Adding a class flag PF_NO_WEAPON is easy: it's about three lines of code in the right place that say something like

          if is_weapon(o_ptr) {
          [tab]msg("You cannot wield that.");
          [tab]return FALSE;
          }

          2. Adding (useful and progressive) unarmed melee combat is a whole lot of work - it's certainly not impossible, but it's a different order of magnitude. Probably two or three orders of magnitude, in fact.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • Napsterbater
            Adept
            • Jun 2009
            • 177

            #6
            Originally posted by Magnate
            2. Adding (useful and progressive) unarmed melee combat is a whole lot of work - it's certainly not impossible, but it's a different order of magnitude. Probably two or three orders of magnitude, in fact.
            Especially considering that you would need to account for the resistances and sustains you lose by not having a weapon in hand. Maybe give intrinsics at certain levels.
            This thread, it needs more rage. -- Napstopher Walken

            Comment

            • Nolendil
              Adept
              • May 2007
              • 171

              #7
              Some info about the ZAngband Monk:

              http://www.zangband.org/Docs/Character-Attributes.aspx:
              Code:
              Monk
                  The Monk character class is very different from all other classes.
                  Although they can use weapons and armor just like any other class,
                  their training in martial arts makes them much more powerful with
                  no armor or weapons. To gain the resistances necessary for
                  survival at higher levels a monk may need to wear some kind of
                  armor, but if the armor he wears is too heavy, it will severely
                  disturb his martial arts maneuvers. 
              
                  As a monk gains in experience he learns, new, powerful forms of
                  attack and is able to land more blows per round. His defensive
                  capabilities increase likewise. Fortunately, the amount of armor a
                  monk can wear, while still fighting efficiently, also increases
                  with experience.
              
                  In addition, the monk's agility allows him to resist paralyzing
                  attacks once he reaches a high enough level (but only if his armor
                  is not restricting his movement). Monk's are able to move quickly
                  and will become faster and be able to strike more quickly as they
                  gain experience.
              
                  The different sects of monks are devoted to different areas of
                  magic. The typical monk is interested in the harmony of nature, and
                  studies Nature magic. An idealist monk would select Life magic, and
                  try to work to benefit his neighbor. But there are also dark
                  monks, who practice Death magic. A monk will eventually learn all
                  prayers in the discipline of their choice.
              http://www.zangband.org/Docs/Attack.aspx:
              Code:
              === Monk Attacks ===
              
              The Monk character is designed to be a barehanded fighter rather than
              using a weapon like the other Zangband classes. As a Monk's level
              increases the number of attacks they get per round increases and new,
              increasingly powerful attacks become available. Higher level attacks
              have a chance to stun the Monk's opponent.
              
              While the type of attack that a Monk uses for each blow is chosen at
              random from the list of available attacks, at higher levels there is a
              bias towards the attacks which do greater damage. This is because at
              these levels, the game will roll several times for each blow with the
              highest attack type chosen.
              
              
              ***** 
              --- Monks Attack Types ---
              
              Attack Name   Min.lvl   Damage   Stun    Notes
              -----------------------------------------------------------------------
              Punch            1       1d4       -
              Kick             2       1d5       -
              Strike           3       1d6       -
              Knee             5       2d3       *     Likely to stun male opponents
              Elbow            7       1d7       -
              Butt             9       2d4       -
              Ankle Kick      11       2d5       -     May slow down the opponent
              Uppercut        13       3d5       6
              Double-kick     16       6d3       8
              Cat's Claw      20       4d6       -
              Jump Kick       25       4d7      10
              Eagle's Claw    29       5d6       -
              Circle Kick     33       5d8      10
              Iron Fist       37       6d8      10
              Flying Kick     41       7d8      12
              Dragon Fist     45       7d10     16
              Crushing Blow   48       7d12     18
              I can't find info for ToME2 monks (the old site seems to have been deleted and navigating it via archive.org is not exactly easy).

              All other variants I mentioned are either descendants of ToME or ZAngband otherwise.
              Last edited by Nolendil; June 6, 2011, 18:45.
              A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
              A Mx H- D c-- f- PV+ s- d P++ M+
              C- S-- I So B++ ac GHB- SQ+ RQ++ V+

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                ToME is a descendant of ZAngband itself, so presumably it just went through the monk code and replaced references to character level with references to unarmed combat skill and/or dodging skill.

                Comment

                • Nolendil
                  Adept
                  • May 2007
                  • 171

                  #9
                  Oh ok, I didn't know (or I forgot) that ToME was ZAngband-related.
                  A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
                  A Mx H- D c-- f- PV+ s- d P++ M+
                  C- S-- I So B++ ac GHB- SQ+ RQ++ V+

                  Comment

                  • Chud
                    Swordsman
                    • Jun 2010
                    • 309

                    #10
                    Originally posted by Napsterbater
                    Especially considering that you would need to account for the resistances and sustains you lose by not having a weapon in hand. Maybe give intrinsics at certain levels.
                    Hmm. My first thought is that the easiest way to address this problem would be, well, not to. The resistances and sustains and whatnot that most characters get from good weapons are simply not available to you, sorry. If you wanted to then make the Monk less of a severe challenge class, you could compensate by introducing some items that are only usable by monks that fill some of those gaps. (Or items that are usable by everyone but dramatically more powerful for monks, if you prefer.) Adjust their frequency for appropriate balance.

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #11
                      Originally posted by Chud
                      Hmm. My first thought is that the easiest way to address this problem would be, well, not to. The resistances and sustains and whatnot that most characters get from good weapons are simply not available to you, sorry. If you wanted to then make the Monk less of a severe challenge class, you could compensate by introducing some items that are only usable by monks that fill some of those gaps. (Or items that are usable by everyone but dramatically more powerful for monks, if you prefer.) Adjust their frequency for appropriate balance.
                      Play Sangband if you want to get an idea for how this can be done well. Two different unarmed combat styles, each of which has unique bonuses and abilities, and which (at high levels) provide some but not all of the resists one might obtain from a weapon.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • fyonn
                        Adept
                        • Jul 2007
                        • 217

                        #12
                        When I heard the question, I originally envisioned a class that refused to use physical violence and only used magic, ie no hand to hand combat at all. perhaps wearing armour and having to get all resistances that way, but no hand, or ranged weapon...

                        I'd also imaging them to be a priest class too, perhaps they'd get the priest spells cheaper and quicker and some special monk only spells? some level additions? speed maybe?

                        no combat is a big negative. even high end mages do a lot of melee...

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #13
                          Originally posted by fyonn
                          When I heard the question, I originally envisioned a class that refused to use physical violence and only used magic, ie no hand to hand combat at all. perhaps wearing armour and having to get all resistances that way, but no hand, or ranged weapon...

                          I'd also imaging them to be a priest class too, perhaps they'd get the priest spells cheaper and quicker and some special monk only spells? some level additions? speed maybe?

                          no combat is a big negative. even high end mages do a lot of melee...
                          That's what I meant earlier about the two different aspects to this. Creating a class that doesn't use combat is much easier than adding decent unarmed combat. Even stuff like giving them easier access to spells or other buffs is not too hard.
                          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                          Comment

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