Halls Hopper
Posts: 63
Joined: Friday, 15th January 2016, 08:34
Give all caster starts a (bad) weapon.
Having no starting weapon until you mug a (hob)goblin (or pick it up from the floor) does not matter at all, unless your first ten (or so) turns of exploration attract to you several monsters at once and run out of space to kite them effectively, in which case it kills you (not that having a club already is a guaranteed protection against that). Unless unless you're an EE, who get to start with a weapon anyway (and a throwing one, at that).Before you loot that sweet, sweet +0 randart club "Ayuyax", you kite every single monster to avoid running out of mana; after you get it, you kite every single monster that isn't a rat, an unarmed goblin or a newt - because you still need that mana to kill anything remotely dangerous, you just don't have to run in circles from a rat (or spend 20+ turns whiffling at it ineffectively) because your Magic Dart missed both times. Luckily, you're all but guaranteed to solve that problem in the first 30 turns or so, but... Is that period of having-a-small-chance-to-suck-more-than-all-noncaster-and-semicaster-starts a necessary balancing tool?
By just letting people start with that damn club already, we would: 1. let them bash the damned rat instead of kiting it if they feel like Playing Suboptimally (something they get before level 2 anyway); 2. let tyemhave a bit more options if autoexplore sticks them between a hobgoblin and a hobgoblin and their poor Mummy Fire Elementalist's Flame Tongue only manages to bring one of them down to Almost Dead; 3. and even insert a tiny bit of flavour like giving the Summoner start a whip.
So what i propose (in case my mesaage is still far from clear) is: let every start (except the Monk ofc) have a starting weapon. A dagger for the Necromancer, the Conjurer and the Poisoner, a whip for the Summoner, a club for the FE (referencing a torch), a spear for the Air Elementalist (going with their theme of requiring more skill to use in return for small advantages) and a short sword for the Ice Elementalist (limited to melee range anyway, so Freeze is a top choice over tab unless they meet a skeleton or a zombie, and a level 1 IE is horrendously weak against those even after getting a dagger for no real reason balance-wise). Earth Elementalists get to keep the stones, and wizard could start with a staff (not the quarterstaff, the 5/+5 one-handed stuff that's only generated as the base type for magical staves) for a bit of extra flavour.
No starting weapon skill. It's not necessary, and that way we can even get to teach new players the merits of zero-skill melee without forcing them to forums.
(Mod edit: moved to advice from GDD)
- For this message the author Lord Haart has received thanks: 4
- Majang, stoneychips, Vajrapani, yesno