Change the stat requirement
Posted: Fri Apr 08, 2011 9:30 pm
Everyone's noticed this by now - most classes have a stat requirement on their starting gear. No doubt that when stat requirements were first implemented, they created an odd situation where a starting character might not have enough of a particular stat to wear their own gear. The current solution to that problem is that the game automatically spends enough stat points so that the character meets the requirements for their equipment. A Shaloren warrior, for example, starts with 13 strength, but their armor requires 14 strength, so the game spends one stat point on strength. In many cases, this is a good solution. I'm here today to talk about the times when it is not a good solution.
Take a classic race/class combo - the halfling rogue. This should be a great combo, with halflings getting bonuses to the stats that a rogue needs. However, rogues start out with a rough leather armor. This forces a halfling rogue to spend two stat points on strength. Since the rogue class uses cunning instead of strength on their weapons, these two stat points go to waste. Effectively, halflings receive a penalty for playing what should be their best class.
Try another combo - the yeek mindslayer. Now, remember that the mindslayer was designed with yeeks in mind; the class literally was built for yeeks. Mindslayers start with an iron greatsword, with a strength requirement of 11. Yeeks get such a huge penalty to their strength that they must spend three stat points to wield their sword, which uses up their entire allowance for their first level. None of the mindslayer abilities use strength, and with some builds a yeek mindslayer might never spend another point in strength.
Perhaps the most egregious example of poor auto-spending is the yeek summoner. When yeeks first came out, summoners still came equipped with a staff. Between the staff, and a rough leather armor, yeek summoners were forced to spend four points on stats that they would never use. Effectively, yeek summoners actually started the game with -1 stat points.
This is not right. None of these combinations are bad matches; all three play to the strengths of the race. There is no reason to penalize these characters for being good choices. Even if they weren't such perfect matches, there is reason to penalize the player for trying an experimental build. If a race truly is not suited for a particular class, its deficiencies should be penalty enough.
My solution to the problem is this: remove the automatic spending of stat points, and either start all characters with gear that has no requirements, or (the more amusing solution) start characters that can't wear their armor with this artifact.
Take a classic race/class combo - the halfling rogue. This should be a great combo, with halflings getting bonuses to the stats that a rogue needs. However, rogues start out with a rough leather armor. This forces a halfling rogue to spend two stat points on strength. Since the rogue class uses cunning instead of strength on their weapons, these two stat points go to waste. Effectively, halflings receive a penalty for playing what should be their best class.
Try another combo - the yeek mindslayer. Now, remember that the mindslayer was designed with yeeks in mind; the class literally was built for yeeks. Mindslayers start with an iron greatsword, with a strength requirement of 11. Yeeks get such a huge penalty to their strength that they must spend three stat points to wield their sword, which uses up their entire allowance for their first level. None of the mindslayer abilities use strength, and with some builds a yeek mindslayer might never spend another point in strength.
Perhaps the most egregious example of poor auto-spending is the yeek summoner. When yeeks first came out, summoners still came equipped with a staff. Between the staff, and a rough leather armor, yeek summoners were forced to spend four points on stats that they would never use. Effectively, yeek summoners actually started the game with -1 stat points.
This is not right. None of these combinations are bad matches; all three play to the strengths of the race. There is no reason to penalize these characters for being good choices. Even if they weren't such perfect matches, there is reason to penalize the player for trying an experimental build. If a race truly is not suited for a particular class, its deficiencies should be penalty enough.
My solution to the problem is this: remove the automatic spending of stat points, and either start all characters with gear that has no requirements, or (the more amusing solution) start characters that can't wear their armor with this artifact.
Code: Select all
newEntity{
power_source = {technique=true},
unique = "Eliza's Scissors", identified=true, no_unique_lore=true,
type = "misc", subtype="misc",
unided_name = "pair of scissors",
name = "Eliza's Scissors",
color = colors.GRAY,
level_range = {1, 1},
display = "|", color=colors.orange,
desc = [[The halfling scryer Eliza once used these scissors to trim a dress down to her size.]],
rarity = 240,
cost = 2,
material_level = 1,
max_power = 1, power_regen = 1,
use_power = { name = "trim an armor", power = 1, use = function(self, who, gem_inven, gem_item)
who:showInventory("Trim which armor?", who:getInven("INVEN"), function(o) return o.type == "armor" and o.material_level == 1 and not o.egoed and not o.unique end, function(o, item)
if not o.been_trimmed then
game.logPlayer(self, "You trim your %s.", o:getName{do_colour=true, no_count=true})
o.require = { stat = { str=0 }, },
o.name = "trimmed" .. " "..o.name..""
o.been_trimmed = true
end
end)
return true
end },
}