> > 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. > > However, mages can also use cloaks, gloves, and boots without any real > problem, so it really helps both classes. True, but the AC only helps them when they're acting like fighters, in a fighter capacity. > If you want to help fighters and not mages, I think you really need to beef > shields and armors - things that cause significant spell point regen penaltie > and spell fumbling chances. Well, I honestly would like to see enchant-armour not add ac to boot, glove, cloak. I think that would do nicely. I've been doing some playing in a fighter recently, though, and I don't think it's too much of a problem as it is now. I.e., we should think about it, but it's not the top of our list of worries. > > I understand your point on levels, > > and I don't really have strong arguments against the cap. However, > > I don't have a problem with a non-existence of maps for players > level 100 > > Just because we allow the possibility doesn't mean we have to realize it. > > I can't think of anything I would do with a level 200 character, nor > > do I have any ideas on maps for such a char. > > But you will get some user base saying 'hey - I'm level 150 and there is > nothing to do in the game? Whats up?'. And if there is no point to those > higher levels, why allow it? > > If you want to make things interesting, cap the level and instead have some > very tough dungeons - tough enough that the player needs the right items and > them properly. With removal of immunity potions, this is a much more real > possiblity. > > I've also made this point before - if there is no limit on levels, people wi > start making level 150 or 500 or whatever level maps. I would much rather ma > creation be concentrated in a more narrow range. All of these points make sense: like I said, I have no strong arguments against your points. I'm just stating my opinion with no expectation of changing your mind or persuading anyone or forcing a change in the current policy. My personal reaction would be to not bother making maps for super-high-level people, and not bother playing a super-high-level char, but rather start new chars. "Hmm, time to try a troll-fighter. OK, now an elf-wizard. Hmm, a gnome-priest? How about a human-wizard following Gnarg?" > But my point is more, than using flags allow for greater flexibility. Sure, > you don't want the character to be wielding two artifact weapons, but do we > really want to prevent a dragonslayer and say a dagger +1? In terms of balan A dagger +1 obviously isn't offensive. However, a taifu +1 very probably is. I think setting level for taifu's, all archetype artifacts, all random artifacts, and certain map artifacts, and allowing only one "levelled" weapon is a sensible rule. However, I still am concerned about it a bit: what about a level 8 char: why would he use a shield instead of a second +4 long sword? He'd lose 3 ac, (shield +2), a loss of about 30%, but double his combat strength. It's not as bad if the second weapon is +0 and totally mundane. Even a dragonshield adds only 3ac, and a bit of armour: arguably well worth trading away for 2x damage if you don't need the fire protection. > > 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. > > I thought the simple exp system does this, but I then notice that > calc_skill_exp does not use this, and it appears that is used when killing > another creature. Actually, i like the level-difference-matters system on awarding experience. We could conceivably remove the "cap" on player level and experience and let the level-exp-diff system put a natural cap on it for us. I think the real problem here is that experience awards for various monsters is just off, as are their levels. > That is easy enough to change - should that also be changed for more than ju > combat? I sort of think perhaps it should - I know a low level character luc > enough to disarm a difficult trap can gets tons of experience. I think a difficult trap disarm is a feature rather than a bug. My characters typically lag agility levels far behind all the rest. (Until they get stealing). Let's not make it harder to advance in agility. PeterM