Armageddon General Discussion Board

General => Code Discussion => Topic started by: Kelen on September 10, 2006, 05:29:34 PM

Title: Wisdom
Post by: Kelen on September 10, 2006, 05:29:34 PM
So is wisdom just useless if your not a mage, or was it changed to affect how quickly you learn -everything-, including combat?
Title: Wisdom
Post by: Cale_Knight on September 10, 2006, 05:30:39 PM
Everything.

It also affects other things.

It is very un-useless.
Title: Wisdom
Post by: Eternal on September 10, 2006, 05:36:37 PM
There are (as far as I can tell) no dump stats on ArmageddonMUD.  

QuoteAgility is an ability score that measures all types of physical coordination and swiftness. Hand-eye coordination, reaction time, balance, depth perception, and reflexes are all types of characteristics measured by agility.

The agility score is used to determine speed of reaction in combat, missile fire bonuses, ability to dodge objects, escape capture, avoid dangerous spell effects, leap across distances, climb walls, and picking pockets of unsuspecting bystanders.


Endurance is an ability score that measures the maximum amount of wear and tear that your character's body can withstand. Instances where endurance is used are: to determine hit points, and stun points; when poison is encountered; resistance to hostile transformations (such as polymorphing); living through extreme physical shock; and walking across long distances.


Strength is an attribute that measures one's physical prowess, which is made up of size, muscle mass, and sheer power. This attribute affects several things within the game world, such as the amount of weight you can carry before you begin to suffer penalties, how hard you hit in combat, and modifiers on subduing the inhabitants of Zalanthas.


Wisdom  (Character)  
This attribute is the mental capacity of a character, being made up of both his/her knowledge, intelligence, and ability to learn. On Zalanthas, those who have high wisdom often learn from their mistakes quicker, magickers regenerate faster, and languages are picked up more easily.

The swarthy, enthusiastic templar says, in tatlum:
"Boo Useless Dump Stats... Hoo-ray Help-Files!"

Edited for humor.
Title: Wisdom
Post by: LauraMars on September 10, 2006, 06:15:31 PM
What happened to Lord Templar Hard Nose?
Title: Wisdom
Post by: Larrath on September 10, 2006, 06:37:25 PM
Quote from: "LauraMars"What happened to Lord Templar Hard Nose?
I think he got assassinated.
Or maybe he confiscated some spice.
Title: Wisdom
Post by: Flaming Ocotillo on September 10, 2006, 07:34:24 PM
Wisdom is the most useful stat for magickers, but I'd say right after magicker, the warrior guild benefits most from a high wisdom.

Since wisdom reflects how quickly you learn, and warriors are so dependent on combat skills (weapon skills, parry, dual wield, etc) with the highest cap percentages, they have the longest journey to go with raising their combat skills, and eventually have a hard time failing them for the raise. Other guilds can get away with learning one skill to make themselves shine (i.e. backstab or archery as examples), but warriors need to raise several combat skills to become good at what they do best.

It's a long learning road for warrior (and some of the other guild paths) with a low wisdom score.
Title: Wisdom
Post by: jstorrie on September 10, 2006, 08:06:38 PM
No matter who you are, it's good to be smart.
Title: Wisdom
Post by: Paris on September 11, 2006, 04:32:48 AM
Quote from: "jstorrie"No matter who you are, it's good to be smart.

Bah smrat peploe R stuipd
Title: Well
Post by: Dakkon Black on September 11, 2006, 04:54:58 AM
The way I figure it is, who are you trying to play? If you want to go for the struggling underdog who's too stupid to pick up izdari after three weeks of lessons then go for it. The opposite end of the spectrum can be fun.

Sometimes trying to get things to happen as the underdog has it's glory too. Of course, I generally enjoy trying to be super increadible at everything at once. How else will I kill Tek?
Title: Wisdom
Post by: Fnord on September 12, 2006, 04:59:23 PM
Simply put: there are no dump stats on Arm.
Title: Wisdom
Post by: jstorrie on September 12, 2006, 05:31:15 PM
Except endurance. There are no dump stats on Armageddon except endurance and maybe strength.
Title: Wisdom
Post by: Beux on September 12, 2006, 05:31:50 PM
Whats a dump stat?  :oops:
Title: Wisdom
Post by: Ghost on September 12, 2006, 05:37:50 PM
Quote from: "Beux"Whats a dump stat?  :oops:

The one that does not have any use.

Like charisma.

Quote from: "jstorrie"Except endurance. There are no dump stats on Armageddon except endurance and maybe strength.

Both have pretty much usage.  I think it is pretty obvious with strength.  And I think endurance is also useful.  Though I would put higher values on other stats, I still think endurance is useful enough.

Edited to remove some stuff, because I felt like it.
Title: yeah
Post by: Dakkon Black on September 12, 2006, 05:57:14 PM
I love arms lack of numerous stats.

This makes it easy to feel like you have a general idea of what your body is like.

I remember this one mud I tried, left the moment I saw a stat for each of these

Agility
Dexterity
Nimbleness
Quickness
Speed


Heh, might be a bit of an exaggeration, but nevertheless was stupid as hell. All stats on arm are very important.
Title: Wisdom
Post by: jstorrie on September 12, 2006, 07:20:08 PM
Charisma sometimes rules the house. Haven't you ever played Dungeons and Dragons 3.5?
Title: Wisdom
Post by: spawnloser on September 12, 2006, 09:18:55 PM
Yeah, even though WotC is an evil empire, I do have to admit that they reduced the 'dump stat' syndrome in 3.0 and reduced it more with 3.5.  Still, non-bards, -paladins and -sorcerers still tend to use charisma as a dump stat.
Title: Wisdom
Post by: Zhaira on September 12, 2006, 10:23:49 PM
Clerics get more turns from charisma, IIRC.
Title: Wisdom
Post by: jstorrie on September 12, 2006, 11:22:37 PM
Charisma-focused characters rule the house. Fear running into my Paladin/Bard/Sublime Chord/Spellsword Snowflake Wardancer, you graceless newbs.

DIGRESSION
Title: Wisdom
Post by: Eternal on September 12, 2006, 11:25:38 PM
My favorite character in any game is the summoner.  I'm the guy who loads up on charisma, charm whatever, summon whatever, and stands back to let others do the dirty work for me.  Some games it works, sometimes I gimp myself... but all are enjoyable.  


Lord Templar Hard Nose thinks:
"Well, there's that or Sergeant Kitty..."
Title: Wisdom
Post by: spawnloser on September 13, 2006, 12:36:47 AM
Quote from: "Zhaira"Clerics get more turns from charisma, IIRC.
And with more proficiency.  Forgot about this.  You're right.
Title: Wisdom
Post by: Ghost on September 13, 2006, 06:01:52 AM
It is a dump stat unless you are a sorc or paladin, or bard.  Well, we kill bards in the first game hour, plus none of my players like to play sorcerers, so... that leaves only paladins.

Clerics need both wisdom and strength.  They are as much warrior as they are clerics if you ask me.  Extra turn is good for them, but I did not see any cleric spending all his turns in a given day anyway.  

Who needs charisma?
Title: Wisdom
Post by: Marauder Moe on September 13, 2006, 08:48:13 AM
The most horrifying D&D character I ever designed was a level 25 Paladin with CHA as his highest attribute.  In one round, he did over 1400 damage to the goddess Shar and killed her.  The DM made me shred that character sheet and will probably never let me play a paladin again.  I agree with his decision.
Title: Wisdom
Post by: Marauder Moe on September 13, 2006, 08:50:33 AM
[double post]
Title: Wisdom
Post by: jstorrie on September 13, 2006, 10:23:08 AM
Quote from: "Ghost"
Who needs charisma?

Divine Metamagic [Divine Feat]: Spend x turning attempts to add a metamagic feat to a divine spell, where x is the spell level adjustment of that feat. (Complete Divine)

Divine Might [Divine Feat]: Spend a turning attempt to gain your Charisma bonus to all melee attacks until the end of the round. (Complete Divine)

Snowflake Wardance [General Feat]: Add your Charisma modifier to attack rolls with one-handed slashing melee weapons. (Frostburn)
Title: Wisdom
Post by: Ghost on September 13, 2006, 10:54:26 AM
Oh my, 3.5 and the crazy feats.  I stopped running DnD games right after 3.5 came to the picture.  How can a warrior add his charisma to an attack roll realistically?  Unless it is a bluff move followed by an attack, but something like that already existed.  It was optional though.  Other than that, how come charisma plays a role in swinging a sword?

Now I am a Story Teller in World of Darkness though.  We have Presence, Manipulation and Composure for anyone!
Title: Wisdom
Post by: spawnloser on September 13, 2006, 02:12:59 PM
There are prerequisites...for two of those, you must be able to turn, and for the last one, I can't say, but that's a feat I wouldn't allow unless it had a prereq like they can cast spells or something.
Title: Wisdom
Post by: jstorrie on September 13, 2006, 03:46:26 PM
Divine Might represents them channeling divine power through the turning attempt. Snowflake Wardance is only for people with the bardic music ability and is a sort of pseudomagical battle dance.
Title: Wisdom
Post by: spawnloser on September 13, 2006, 03:54:20 PM
There you go...restrictions...prerequisites.  You need to be able to do blah to use blah to do bleh.  Any cool feats have requirements...often ones you have to have in mind at character creation when you'll be taking the feat at 15th level.
Title: Wisdom
Post by: jstorrie on September 13, 2006, 05:05:12 PM
In the case of those specific feats, they have restrictions you'll meet pretty early - turn undead is at Cleric 1 and Paladin 4, so Divine Might (requirements: Turn Undead, Power Attack) is available at first level or at sixth, for Paladins. Snowflake Wardance (requirements: Bardic Music, Perform (dance) 6 ranks) is available at third level for single or multiclass bards. Not as dire a situation as you may think!

D&D 3.5 is a min-maxer's dream. A DM needs to be on his toes to vet builds in that environment; there are a variety of powerful combinations ranging from being able to throw the moon at around level 16 (enough damage to likely crack the crust of whatever planet you're on, so please watch out) or to transcend all mortal power and take over the universe around level 3 (if you're a kobold.)
Title: Wisdom
Post by: spawnloser on September 13, 2006, 05:56:09 PM
I think you're exaggerating a little bit.  First off, have you noticed that there are very few feats that add to anyone's 'to hit'?  It doesn't matter how much damage you do, if you don't hit in the first place.  Bards don't get massive amounts of base attack bonus, if you hadn't noticed...same for clerics.  If you want to gear a non-fighter/paladin/ranger towards combat, you're neglecting other things...things that a smart DM will monopolize on to kill you.
Title: Wisdom
Post by: flurry on September 13, 2006, 07:56:27 PM
Before this thread gets moved to D&D Chatter...

I agree that on Armageddon, there are no "dump stats".  Having a high value in any one of the stats can be really useful. That's the main reason I didn't see why some people were so concerned about stat ordering.
Title: Wisdom
Post by: Vessol on September 15, 2006, 08:22:28 PM
There is charisma in Armageddon, it is just IC. You don't see anyone listening to any orders given by some rinther brat, and then bow down for hours if a templar orders them to. Templars are uber maxxed charisma.