Majang wrote:Another idea might be to include a dex-based play style in the game that does not render itself obsolete on reaching the late game. The stabber play style is no good in Crawl, as no matter how much DEX you have, your stealth will always be ripped from you when approaching more than one monster, and your dex-based defenses will not protect you a bit against fireballs, clouds, or LRD.
When investing DEX (or training stealth) actually leads to a viable winning strategy that does not also depend on having high STR or INT, then there is a point to providing this as a choice, beyond confusing un-spoiled newbies.
This definitely feels like a core issue to me. The reason that dexterity feels irrelevant in DCSS is that the playstyles traditionally associated with dexterity in RPGs either don't work in DCSS, or aren't actually tied to dex in DCSS.
The whole notion of strength, dex, and intelligence as core stats, each associated with different playstyles, is pretty common and widespread in RPGs. Generally:
- Strength is associated with slow, tanky melee dudes who use a shield or a huge two-handed weapon.
- Intelligence is associated with spellcasters.
- Dexterity is associated with mobile, lightly-armored characters, who avoid getting hit instead of having armor to survive hits, and use ranged weapons, stealth, and/or small, fast melee weapons.
DCSS' stat system was, I believe, designed to reflect these archetypes. Especially since, not too long ago, smaller, faster weapons got bigger damage bonuses from dexterity and smaller damage bonuses from strength. And the strength and intelligence parts mostly hold up. Intelligence is for spellcasting characters, strength is for characters who wear heavy armor and/or what enemies with melee weapons.
The dexterity part is where we run into a problem. All of the things traditionally associated with dexterity in RPGs either fail to be fully viable playstyles in DCSS, or aren't actually closely associated with dexterity:
- Stealth is to unreliable for your playstyle to solely revolve around stealth. Stabbing-focused playstyles usually heavily rely on spells.
- Neither bows nor fast, light weapons have a strong connection to dexterity in DCSS, outside of the connection between short blades and stealth, which I've already addressed.
- Defensively, wearing light armor and dodging attacks mostly just feels like a worse version of wearing heavy armor and reducing their damage. The main reason to wear light armor in DCSS is for spellcasting, in which case you want int, not dex.
- Dexterity has no connection to mobility, since effects that increase mobility are extremely powerful and rare in DCSS.
Basically, the character archetype that dexterity is normally associated with in RPGs - someone who wears light armor not to facilitate spellcasting, but rather stealthiness, mobility, and speed - doesn't work in DCSS. Weapons traditionally associated with dexterity have no connection to light armor and little connection to dexterity, heavy armor's benefits outweigh all downsides besides the spellcasting penalty, and stealth is too unreliable to define a playstyle.
So to some extend, I would say the question isn't "does dexterity have a role in the game?" The question is "does a lightly armored character who doesn't heavily use spells have a role in the game?" Because that's the kind of character dexterity is meant to help, but right now that kind of character has no real role in DCSS. If we're okay with that kind of character having no role, then I think it might make the most sense to remove stats entirely (I agree with the sentiment that no stats makes more sense than 2 stats). If that character should have a role, then we need to figure out what that role is, and why a character who doesn't do a lot of spell casting would ever wear light armor.