[CF-Devel] Class/Race split (again)

Peter Mardahl peterm at tesla.EECS.Berkeley.EDU
Sat Oct 7 00:12:30 CDT 2000


Hello,

  It's been proposed several times now to split classes and races.
Races would provide certain intrinsics, classes would provide others.

I will execute the whole project if there is a consensus in favor
(though I'll be glad to have help.)

My idea is that a player would first choose a race for his char,
and then choose a class, much like it is done now.  In fact, 
I could implement this without changing any code at all by 
simply having the players appear in a room in which they have
to walk into a teleporter to pick their class.  Then they'll appear
in a room and their start equipment will be inserted.  

I propose the following races:

     
     http://langmuir.eecs.berkeley.edu/~peterm/Race.html
     
     

In this table, the column "net stat+" are the sum of the stats
except Cha, which is ignored.  

For all races, this sum is zero except for two:  Fireborn and Quetzalcoatl.
Quetzalcoatls get +5 stats as compensation for never being able to us armor.
Fireborn get +10 stats as compensation for never being able to use armor or
weapons.

The table mostly reflects what each "race" has now, with some changes:
New:  trolls, gnome.  Trolls get +2 hp regen but pay for it with Vuln fire.
Fireborn get +2 sp regen.  Elf get +1 sp regen.  Several races get infravision
of various sorts.  Every race has a sort of niche except humans.  Also,
I added some spell paths attuned/denied/repelled.

For Classes:
     
     http://langmuir.eecs.berkeley.edu/~peterm/Class.html
     
     

Class choice would further redistribute stats, but not so extremely
as race, and adds no specials or intrinsic except the monk, which
cannot use weapons.  Once again, stat totals are 0 (ignoring Cha),
except for Monk, which gets stats +5 as compensation for not being
able to use weaponry.


Discussion:  (On Races)
The Wraith seems strong, with so many immunities
and a protection.  However, a vulnerability to Fire is very debilitating,
and the inability to use fire spells is also.  The immunities are
not all that strong and all make "sense" for an undead creature.

Quetzalcoatls and Fireborn are interesting because of their
intrinsic abilities, but the fact that they can't use {armor, armour|weapons}
makes them rather difficult to play at high levels, even with the
compensation of higher stats and their immunities.

With its +2 hp regeneration, the Troll seems like the fighting
char of choice:  however, an innate vulnerability to fire might make
the Dwarf preferable.

Elves are attractive as spellcasters, and physically beautiful.  Their
magical nature gives them a faster sp regen rate.

Halflings are a natural for a thief.

My problem is that humans seem very boringly vanilla:  what could
make them an attractive choice?



Discussion on Classes:
  The stat biases for classes are much less strong than for races,
and no special intrinsic abilities are granted, with the exception
of the monk, who cannot use weapons.  Various appropriate beginning
items and skills are granted to each class.

PeterM


    
    


More information about the crossfire mailing list