On Fri, Dec 08, 2000 at 01:00:56AM -0800, Peter Mardahl wrote: > I would not REDUCE the benefit of boots and gloves: > I would just withdraw the ability to use "enchant armour" on them. "Enchant armour" has effects other than improving AC, e.g. protecting the item from cancellation. With partial resistances, enchanted items could also give better protections. There are many possibilities. Therefore I wouldn't dissallow "enchant armour" completely, but only reduce the AC effects on items that shouldn't give high AC bonus. > But we should think of some issues before doing reductions: > are we seriously screwing fighter chars by doing these reductions? > Remember, these characters are going up against high-level demons, > undead, and things like Jessies. Fighters do have a disadvantage in that they need to get in touch with the enemy. I think monsters with wc -20 or better are supposed to hit every player no matter how good the player's AC is. > I don't have strong objections to stat caps either, but I would like > to see them go, because I think it would force players to make choices > and specialize. Now, we'd leave caps on "natural" stats as they are, > but enhancements could go as high as someone could pile on items to do. > There'd be no more "well, my POW is 30, now I'll work on my Str." I think there must be a limit somewhere (well, there is always a limit unless players' strength is exceeding every limit). If players are reaching that limit too fast you don't need to increase the limit. You can also make it more difficult to reach the limit. IMHO monster's level should be removed from the formula for calculating experience gains. Right now it's difficult to see how much experience a monster actually gives. A few high level monsters make it very easy for players to get to high levels, even though they have the same "exp" value as other low level monsters that are not so much easier to kill. This would make the level limit difficult to reach. -- Jan