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#71
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Halaster - April 22, 2024, 09:08:18 AM
Quote from: roughneck on April 22, 2024, 07:26:17 AMlet's cut the poor dwarves and half-giants a break.[/li][/list]
They do get a break with this.  Take a low wisdom, high strength HG.  Their skills (that use strength as a secondary stat) will increase faster than those same stats would under the old method.
#72
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Halaster - April 22, 2024, 09:07:01 AM
Quote from: roughneck on April 22, 2024, 07:26:17 AMI'm curious why scan is 'wisdom' but 'watch' is agility. Do you require agility to watch someone's face? Or the southern direction? Why should this be the one perception skill that is agility?
Yeah I wasn't totally sure what to do with watch, happy to change it to wisdom.
#73
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Kavrick - April 22, 2024, 08:23:09 AM
Quote from: roughneck on April 22, 2024, 07:26:17 AMThe only part I disagree with is weapon skills falling under agility. I think they should be strength.

I personally think the easiest and most obvious answer to this is to make it so combat skills scale off strength or agility, depending on which is higher. Otherwise you're honestly blocking a lot of roleplay value behind enforcing 'fighting styles'. You could easily argue that certain fighting styles would be one or the other.

Two handed for example. Two handed swords could be used in a way that is more of a 'dueling' style, which would be agility. But things like hammers, axes and the like could be used in a more brutish way, meaning strength.

Even dual wielding styles could be argued for either strength or agility. Being the quick, flick-wristed dagger wielder or being a maddened, barbarian dual-axe using dwarf.

By making it so the majority of combat skills are agility, it really hurts a lot of the creativity you can have when designing your character. Not to mention what you said, this is another indirect buff to elves, who already had naturally high wisdom. Now, they basically get double the boon to their weapon skill gains, from their high agility, and their high wisdom.
#74
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by roughneck - April 22, 2024, 07:26:17 AM
I think it's a great.

The only part I disagree with is weapon skills falling under agility. I think they should be strength.

  • High agility characters (elves and half-elves) are also higher wisdom characters, this unbalances things in their favour, let's cut the poor dwarves and half-giants a break.
  • Agility has a shitload of other skills, including stealth and ranged weapons.
  • Charge and trample make no sense in the strength category, they should be traded for weapon skills (there is a reason that horse-jockeys are very small and agile).

Or, maybe, leave slashing and piercing with agility, and chopping and bludgeoning with strength?
#75
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Kavrick - April 22, 2024, 05:21:22 AM
Quote from: Windstorm on April 22, 2024, 04:23:08 AMThis particular change is making it so dwarves, giants, and lunkhead humans who chose Wisdom last can grind productively more often.

Honestly I kinda wish every race had the same rate of gaining XP. Right now elves are incredibly good because Dex was massively buffed and they learned skills incredibly quickly because of their good wisdom. The combat changes basically made it so Strength = Dexterity when it came to balance, which is good, but the main issue imo was that Wisdom > Endurance. Strength races were paired with Endurance and Dex races paired with Wisdom. This is why towards the end of old Arm's playtime, there were very very few half giants, dwarves and muls compared to before the change.

Also I just think xp gain is more of an ooc advantage, grinding isn't fun, I don't want to have to grind more just because I want to play a different race, that's not even to mention that dwarves, muls and half-giants get the short end of the stick roleplay wise anyway, so anything to make them more bearable is good thing I think.
#76
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Windstorm - April 22, 2024, 04:23:08 AM
Quote from: Kavrick on April 22, 2024, 01:19:06 AMI generally like anything which lessens the grind

I mean I do like agree with this, but this isn't what this particular change is doing.

This particular change is making it so dwarves, giants, and lunkhead humans who chose Wisdom last can grind productively more often.
#77
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Riev - April 22, 2024, 02:02:25 AM
Quote from: Agent_137 on April 22, 2024, 12:57:10 AM
Quote from: Riev on April 21, 2024, 10:15:29 PMCan I just ask what the "problem" was that this is intended to fix, or at least address?

It's in the announcement

QuoteThe overall goal of this is to help towards making a small reduction in The Grind for most characters.  It also introduces a new dynamic when considering character stats if you are concerned about learning skills more quickly.

So the problem its attacking is "the grind for skills takes too long".

But per the announcement, the only instances where "the grind" takes less time is when you TOTALLY DON'T SUICIDE for high wis and high primary stats. In fact in a couple cases the skill learning is the same or slower. It only serves to benefit in the case where you dump-stat Wisdom but still got a high other stat.

So it really seems to only encourage continuing to dumpstat wisdom because now you're not punished for your choice, or suiciding because if you get high strength + decent wisdom you get a MUCH higher learn rate than before.

I disagree that as presented, it will reduce the grind for anyone but the people who already are willing to game the system to get a combat-oriented character.


That said? Watch and Scan should both be wisdom. I can see watch being on agility, considering if you use it with guard, you'll want high agility to succeed in saving someone. But it doesn't make sense without that explanation.
#78
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Kavrick - April 22, 2024, 01:19:06 AM
I generally like anything which lessens the grind, this is cool and flavorful, I enjoy the idea of having it so my character has talent in some skills and not in others. But I will say this does point out a weird flaw that wisdom is just a strange stat. Dump statting and trying to decide your stats is already strange in a game that only has four stats and RNG in character creation. Most rpgs have around 6 stats which gives you more room to decide what to focus and what to lessen, four stats means having one bad stat is still 25% of your stats being low.

Honestly though, I don't know how to fix this, I don't have a suggestion because adding more stats would be huge work, so aside from that, I like this change! Very forward thinking.
#79
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Agent_137 - April 22, 2024, 12:57:10 AM
Quote from: Riev on April 21, 2024, 10:15:29 PMCan I just ask what the "problem" was that this is intended to fix, or at least address?

It's in the announcement

QuoteThe overall goal of this is to help towards making a small reduction in The Grind for most characters.  It also introduces a new dynamic when considering character stats if you are concerned about learning skills more quickly.
#80
General Discussion / Re: Skill Gain Alt Stats - Dis...
Last post by Windstorm - April 21, 2024, 11:02:25 PM
After some pause to give it due thought, I still don't like these changes? At all? Lowering the importance of wisdom so more people can just, like, by the stats, be unga bunga cavemen and more easily achieve SWORD MASTA status isn't a good thing.

Maybe this was just misguided if well-intended, possibly towards reducing grind? But the end result at least appears to be a full on negative likely to exacerbate problems, not solve them.