> Peter Mardahl wrote: > > > > I refer to: > > http://langmuir.eecs.berkeley.edu/~peterm/Class.html > > Just a note - it seems that the net+ totals on that page are not accurate in > all cases. Yes, sorry. The web page is NOT fully self-explanatory. In previous emails to this list on the topic, I've explained that the net stat totals do NOT include Cha, but DO include all the other stats. Cha I have assigned somewhat arbitrarily, based on what I think the race/character SHOULD get, because Cha does not seem to me an important stat for balancing. > > If you start with a player with a roll of 18 in a stat, > > and then choose any race, and then choose a class which gives a +3 > > bonus to that stat, that player will exceed his "race maximum" in > > taht stat by 1 point. > > I would argue that the race should determine the stat bonuses and the class > basically determines starting skills and equipment. My previous emails on the topic explained it like this: race mods affect the maximum attainable stat, class bonuses act mostly like potions, except for this bug. The idea is that in your training for your class, you enhance your natural abilities and let some other areas languish. Race sets your maximum stats as well as some natural predilections and innate abilities. > > If it is a BUG: > > > > 1) Fix by setting the affected stat to the race-maximum (means > > the player will need 1 to 2 more potions than he'd need otherwise)? > > > > 2) Fix by setting all race maxima to be <max roll> +3 instead of +2? > > > > 3) Fix by not giving the whole bonus, but not taking all the > > negative stats? > > > > 4) Fix by restricting classes to +2 only bonuses? > > I wonder how hard it would be to make it so that extra point is stored away > and > then gets used if the player gets depleted, puts on a negative item, dies wit > h > permanent stat loss, etc. More trouble than it is worth. All of those areas of the code would then have to look at the "saved" stat. PeterM