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) > > > > 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 > > an advantage at all given these corner cases. [...] > > 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.