[CF-Devel] PROPOSAL: Luck
Andreas Vogl
andi.vogl at gmx.net
Sun Sep 16 17:14:10 CDT 2001
dnh wrote (in reply to Tim Rightnour):
>
> > [...] Luck has a lot more effects on various actions. Success of
>
> > spellcasting/prayers, even alchemy receipes and the likelyhood of
>
> > god intervention (divine "gifts" while praying over an altar) all
>
> > depend on luck. Luck is maybe less powerful a stat as STR or POW for
>
> > example, but it's okay that way, IMO.
>
>
>
> I don't quite understand, perhaps you could enlighten me here.
>
>
>
> I looked at the source, and just a simple grep: (1.0.0)
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>
>
> Alchemy gets a luck bonus, and it would appear that the identify spell,
>
> and spell fumbles get luck bonuses. Oops, yes, praying at altars.
That's just what i said above. I don't see where I need to enlighten
you any further Tim. :)
>
> IMHO, these are all very one-off, special case scenarios. They don't
>
> represent luck well as a statistic. I'm not convinced having luck is
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> an advantage at all given these corner cases. [...]
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>
I would agree with Tim on this point actually. I like the idea of luck
>
being used in all random counts. It will of course make the amount of
>
luck someone has very important, but then it should already be like that
>
now.
Now that's exactly the point where I disagree. The thought of a stat
which affects every single aspect of the game horrifies me, as a developer.
Artifacts with high luck bonus would surely pop up in such a case,
and they would then unbalance every aspect of the game - Yuck!
Besides, spells/monsters/maps etc. already need to be tested against
players of different levels, I don't want to test everything against luck
bonuses in addition.
That's why I think the luck bonus shouldn't get out of hand.
Andreas V.
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