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On Tue, 2 Dec 2003, Larry Bassel wrote: >Seriously though, this story illustrates something which I think is a >misfeature of some roguelikes (Angband being IMHO a worse offender), >namely that magic using characters often wield weapons which they have no >proficiency in (and often never use in melee at all except perhaps in an >emergency or by mistake) so that they can benefit from resistances, stat >gains or other beneficial qualities of the weapon (i.e. the weapon >replaces some quantity of rings and/or amulets). > >I'm not sure that this is anything that one would or should try to fix, >however (or how best to do so). Earthdawn-ish gains of weapon abilities? Ie. spend XP and use a skill to activate a magical weapon's powers for you, persistently, in many steps? (Perhaps only artefacts, perhaps all magical devices... you get the idea) -- Erik I. Bolsų | email: <knan at mo.himolde.no> The UNIX philosophy basically involves giving you enough rope to hang yourself. And then a couple of feet more, just to be sure.
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