Fists and the effects of equipment

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    Fists and the effects of equipment

    After finishing MattB's grueling but fun challenge using only fists for damaging monsters, there are a few things I'd request for fists, after the recoding, of course .

    1. Fists should have at least some chance of a critical hit. c.f., a shot to the kidneys, liver, throat, breaking ribs, etc.

    2. Gloves that glow with flame, chill with frost, or drip with acid should cause some extra damage to unresisting monsters when striking with fists, even if they don't brand equipment with such damage.

    3. Equipment that brands weapons (e.g., randarts) ought to give fists the same benefit. Imagine, fists of flame! Compare ?Monster Confusion, it works with fists, but brands don't...?
    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead
  • debo
    Veteran
    • Oct 2011
    • 2402

    #2
    4. The occasional ATATATATATATATATATATATATATATATA!!!!!!!!!!
    Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

    Comment

    • Estie
      Veteran
      • Apr 2008
      • 2347

      #3
      Looks like the beginning of a monk class. Given that we have 3 red book, 2 green book and only 1 no book class, theres room for a magic less barehander.

      Typically, this also involves armour restrictions like no metal armour and includes some kind of class benefits like additional attacks or so.

      Comment

      • Bogatyr
        Knight
        • Feb 2014
        • 525

        #4
        Originally posted by Ingwe Ingweron
        After finishing MattB's grueling but fun challenge using only fists for damaging monsters, there are a few things I'd request for fists, after the recoding, of course .

        1. Fists should have at least some chance of a critical hit. c.f., a shot to the kidneys, liver, throat, breaking ribs, etc.

        2. Gloves that glow with flame, chill with frost, or drip with acid should cause some extra damage to unresisting monsters when striking with fists, even if they don't brand equipment with such damage.

        3. Equipment that brands weapons (e.g., randarts) ought to give fists the same benefit. Imagine, fists of flame! Compare ?Monster Confusion, it works with fists, but brands don't...?
        Finishing? Did you actually *win* like that?

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          #5
          Originally posted by Bogatyr
          Finishing? Did you actually *win* like that?
          Yes, I did..., but I don't want to repeat the experience anytime soon.

          You can read all about it in the After Action Report http://angband.oook.cz/forum/showthread.php?t=7074
          “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
          ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

          Comment

          • MattB
            Veteran
            • Mar 2013
            • 1214

            #6
            Originally posted by Ingwe Ingweron
            After finishing MattB's grueling but fun challenge using only fists for damaging monsters, there are a few things I'd request for fists, after the recoding, of course .

            1. Fists should have at least some chance of a critical hit. c.f., a shot to the kidneys, liver, throat, breaking ribs, etc.

            2. Gloves that glow with flame, chill with frost, or drip with acid should cause some extra damage to unresisting monsters when striking with fists, even if they don't brand equipment with such damage.

            3. Equipment that brands weapons (e.g., randarts) ought to give fists the same benefit. Imagine, fists of flame! Compare ?Monster Confusion, it works with fists, but brands don't...?
            I agree with all of these. It's not a question of balance, merely a question of...awesomeness!

            Further, I think you should be able to use the <I></><a> command when unarmed. Not only would it be good to know your tunnelling ability when unarmed but, more importantly, it might show the inexperienced when unarmed combat does more damage than an alternative weapon (which is surprisingly often in the early game) in a more obvious fashion than the 'C' screen.

            Comment

            • Zikke
              Veteran
              • Jun 2008
              • 1069

              #7
              Originally posted by Estie
              Looks like the beginning of a monk class. Given that we have 3 red book, 2 green book and only 1 no book class, theres room for a magic less barehander.

              Typically, this also involves armour restrictions like no metal armour and includes some kind of class benefits like additional attacks or so.
              I support all of this. Big fan of monks ever since D&D (barehanded, no armor, agility-based damage mitigation, multiple fast strikes).
              A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
              A/FA W H- D c-- !f PV+++ s? d P++ M+
              C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

              Comment

              • Nomad
                Knight
                • Sep 2010
                • 958

                #8
                Originally posted by Zikke
                Originally posted by Estie
                Looks like the beginning of a monk class. Given that we have 3 red book, 2 green book and only 1 no book class, theres room for a magic less barehander.

                Typically, this also involves armour restrictions like no metal armour and includes some kind of class benefits like additional attacks or so.
                I support all of this. Big fan of monks ever since D&D (barehanded, no armor, agility-based damage mitigation, multiple fast strikes).
                I feel like monks should have inherent Stun Resistance, and maybe gain another ability at level 30 like warriors. I'd love to have another magicless fighter class, since I'm too melee-happy to be any good at keeping magic users alive.

                Ideally, I think it would be great to have a total of nine classes: 3 red book, 3 green book, 3 no magic. I think there's room for more stealth and missile-focused classes outside of the red book casters. (Assassin, maybe: high stealth, no spells, crossbow bonus. And some sort of Druid class that gets only the healing/detection spells from the green books.)

                Comment

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