INT and WIS in Angband: A starting point for the discussion

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  • Antoine
    Ironband/Quickband Maintainer
    • Nov 2007
    • 1010

    #31
    The Int/id thing is a side issue really, my main proposal was to.take the leap to.having 2 spell stats for caster classes

    A.
    Ironband - http://angband.oook.cz/ironband/

    Comment

    • Estie
      Veteran
      • Apr 2008
      • 2346

      #32
      About 2 stats for caster classes - what about reversing the roles of each stat for the different colour casters. So for red, int gives spellpower and wis mana pool, for green the other way round ?
      I dont know how much I like int giving mana reserves, but I like it probably more than int affecting priest spell power.

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9634

        #33
        So at one point I was looking at 2 spell stats for casters in FA, pretty much as follows:
        Code:
                    Mana Stat
                    INT     WIS
        
        Fail  DEX   Mage    Druid
        Stat  CHR   Necro   Priest
        Note that FA has four caster classes (Mage, Druid, Priest, Necromancer) and four associated half-caster classes (Rogue, Ranger, Paladin, Assassin). So the idea was basically retain INT and WIS in their roles as governing mana, but use DEX and CHR to govern failure rates.

        It's really nice and symmetric, but in practice it just didn't seem to work so well.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #34
          The other suggestion I've seen is for INT to determine the number of spells you can learn, while WIS determines your mana pool. The only issue I have with that is that characters would generally try to be as stupid as possible while still learning the spells they need, but that's still an improvement over the current system, where holy casters are as stupid as possible, period, and arcane casters as unwise (foolish?) as possible.

          Comment

          • Antoine
            Ironband/Quickband Maintainer
            • Nov 2007
            • 1010

            #35
            Originally posted by Derakon
            The other suggestion I've seen is for INT to determine the number of spells you can learn, while WIS determines your mana pool. The only issue I have with that is that characters would generally try to be as stupid as possible while still learning the spells they need,le.
            I think Int could reasonably cover number of spells and failure rate?

            The main issue with this proposal is that it would require a long hard look at the artifact list

            A.
            Ironband - http://angband.oook.cz/ironband/

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #36
              Well, that's true of any change that makes both INT and WIS needed by both types of caster.

              Comment

              • Antoine
                Ironband/Quickband Maintainer
                • Nov 2007
                • 1010

                #37
                Originally posted by Derakon
                Well, that's true of any change that makes both INT and WIS needed by both types of caster.

                Quite. Also egos and race/class bonii
                Ironband - http://angband.oook.cz/ironband/

                Comment

                • kaypy
                  Swordsman
                  • May 2009
                  • 294

                  #38
                  Originally posted by Nick
                  So the idea was basically retain INT and WIS in their roles as governing mana, but use DEX and CHR to govern failure rates.

                  It's really nice and symmetric, but in practice it just didn't seem to work so well.
                  Un did this as well. It wound up being weird where I would try to start a mage with 18 Int but then never ever bother increasing it because after that first missile + detect combo, it was frankly a dump stat.

                  Comment

                  • Estie
                    Veteran
                    • Apr 2008
                    • 2346

                    #39
                    How about this:

                    For red casters: int determines everything as before, except manapool, which is guarded by wis. In addition, int provides a multiplier for all damage spells (similar to str for a warrior, and this might or might not replace the level dependent dam increase of spells). Non-damage spells like detect traps arent affected by this multiplier.

                    For green casters: wis determines everything as before, including manapool. In addition, int score guards a damage multiplier for damage spells same as for red casters (mostly OoD, but that is important enough to want more int; possibly have heal amount also be affected).

                    I fear by making both int and wis desirable, the half-casters might be adversly affected; they now have to bother with 5 stats (before it was 4 and that was bad enough).

                    Comment

                    • Antoine
                      Ironband/Quickband Maintainer
                      • Nov 2007
                      • 1010

                      #40
                      For half casters, my feeling was that theyd prioritise Wis and let Int slide a bit - so theyd have dicey fail rates but plenty of sp.

                      Along with more generous progression - ie the same number of sp at lower spell stat than before - this should keep half casters viable...

                      A.
                      Ironband - http://angband.oook.cz/ironband/

                      Comment

                      • wobbly
                        Prophet
                        • May 2012
                        • 2628

                        #41
                        Originally posted by Antoine
                        Along with more generous progression - ie the same number of sp at lower spell stat than before - this should keep half casters viable...
                        A.
                        It's always been my feeling that the smaller stat gaps should matter more, rather then what feels to me like hard-cut of lines in stats. It makes stats spread less of an issue for half-casters for one & also leads to more possible choices of stat spread.

                        As for intelligence & warriors it's hard to make it matter in a way that makes sense without changing to cunning like in Tome (critical chances) or learning like in skill-based RPGs. The 1 place where intelligence most matters on a warrior tends to be handled by the player not by the game mechanics.

                        Comment

                        • Antoine
                          Ironband/Quickband Maintainer
                          • Nov 2007
                          • 1010

                          #42
                          I think it is a key design decision in V that you can get away with low off stats - ie a Warrior with 4 Int is hardly worse off than one with 17 Int, all else being equal? Would the devs agree?
                          Ironband - http://angband.oook.cz/ironband/

                          Comment

                          • MattB
                            Veteran
                            • Mar 2013
                            • 1214

                            #43
                            Originally posted by fizzix
                            I've been in favor of this approach for a while. 4 core stats, str, dex, con, mind. Do we really need more?
                            I'm with you there.
                            It would be a definite improvement, IMHO.

                            Comment

                            • fizzix
                              Prophet
                              • Aug 2009
                              • 3025

                              #44
                              Originally posted by Antoine
                              I think it is a key design decision in V that you can get away with low off stats - ie a Warrior with 4 Int is hardly worse off than one with 17 Int, all else being equal? Would the devs agree?
                              I'm not sure there was a key part to this design decision. And regardless, whatever the original motivation was, it's been lost through many changes in leadership. So even if it was purposeful when it was designed, it's not clear that it still is.

                              Comment

                              • DaviddesJ
                                Swordsman
                                • Mar 2008
                                • 254

                                #45
                                Originally posted by Hajo
                                From a players point of view, it's important to know which action will depend on which stat.
                                I think it doesn't really seem important. You know from your player screen how good you are at using magical devices. Why is less important. If you want to know how your stats are affecting your abilities, for the purpose of equipping different items that raise different stats, you can always just try the items and see what effect the stat changes have on your abilities. As long as the game is directly displaying your abilities to you, it's not really much of an issue to understand in detail how they are determined. Lots and lots of other game mechanisms are more important to understand.

                                Comment

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