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?
Class question
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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)
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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
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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).
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 BeatlesComment
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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 WalkenComment
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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.
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
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)
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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)
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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
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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."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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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
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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..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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