Magnate |
January 27, 2014 21:07 |
Quote:
Originally Posted by Derakon
(Post 89232)
Compared to the usual degree of off-topicness around here, I think discussing randarts in a thread about randarts is remarkably restrained. :)
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That's not my problem (as you well know!). I find this forum's UI phenomenally irritating when a thread passes a certain length. Big threads are also much more painful to search (manually, I mean).
Quote:
What about penalties to stats or combat abilities? Thorin has -1 stealth, Wormtongue makes your combat slightly worse; we could easily have randarts that reduce your STR or whatever.
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We could indeed (it was me who put most of them on the standarts), but it's not as simple as you think:
1. When is it ok to have a malus on an otherwise good randart? Splattering them everywhere will soon pall.
2. How much of a malus is acceptable? -2 STR on an uber-randart would be easily tolerable, but you can imagine it making weak randarts instant junk.
3. How many tries are we going to allow? Adding maluses to the main generator (note that 'bad' randarts use a completely separate function) would exponentially increase the generation time, which is already noticeable on modern systems (especially if the whole set fails the minima test).
I'm not against it by any means, but you can see why even minor gimping never made it to the top of my to-do list.
(@Timo: AC per unit weight has a maximum value, and anything with zero weight is automatically allocated that value. It's not terribly large, in the greater scheme of things - something like +10 damage or so. And no, the generator does not attempt to adjust for any other equipment or spell the finder might have - as I have said consistently, that way lies madness.)
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