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#1 |
Prophet
Join Date: Mar 2008
Posts: 2,802
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multiple barehand blows?
Currently, many starting @s get multiple blows with light weapons. However, those same chars get a single blow when attacking without a weapon.
Should the @ get multiple barehand attacks when that would happen with a light weapon? I have had early chars who did more damage with a whip (1d3) (+0,-3) than with punching. I really do not know whether I think that is good or bad. I waffle. I would be a little surprised if anyone besides me ever chooses initial stats for multiple blows and then descends barehanded. I'm not sure any arguments are truly relevant. The main reason for multiple barehand attacks is so that it would be natural to display the number of attacks with a light weapon during character creation when the char is barehanded. |
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#2 | |
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#3 | |
Prophet
Join Date: Mar 2008
Posts: 2,802
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The main point is so that as you adjust your stat points during birth you see when blows changes. |
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#4 | |
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#5 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I think it makes some sense to treat barehanded as having a weight-zero weapon (or a weight-.5 weapon, or whatever makes the coding easier). Displaying #blows when selecting stats is a bit iffy, though, given that the actual weapon the character ends up with may give a different result than the "weapon" being used at chargen. In other words, there's potential for confusion there.
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#6 | |
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#7 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Magnate: I'm mostly thinking of the player rolling up a warrior, say, and saying "Why don't I get three blows per round with my longsword?" This is the hypothetical player that doesn't know even at a high level how the blows system works.
I guess that's more the fault of the blows system being opaque than the chargen screen being misleading, though. |
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#8 | |
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#9 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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This is getting a bit far-fetched, but I'm imagining an inline help system and I think it'd make the game much more accessible. So for example, while you're on the character screen, you could use the cursor keys (or the mouse) to highlight various entries, and get some explanatory text about what they are and what affects them (e.g. how your saving throw protects against curses and status ailment spells, and is improved by increasing your wisdom score). Or in the monster memory, you could highlight different spells and melee attacks to get more information on what they can do (e.g. the damage potential of a moderate curse spell, or the amount of experience drain caused by a Black Wraith's touch).
The current documentation is fairly complete but not very accessible. Making it inline (but not intrusive) would be a big help. |
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#10 | |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,027
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I'd go for one of the following: -starting with a rapier or a dagger -no starting weapon -- just buy what you prefer -changing the starting weapon to the "best possible one" according to STR/DEX. Of course adjust the starting money accordingly. |
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