Let Artificer choose starting weapon


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Halls Hopper

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Post Thursday, 10th November 2016, 12:05

Let Artificer choose starting weapon

Give the artificer a choice of starting weapon from among short sword, club, hand axe, and unarmed. There's no reason to force a short blade start since they're not particularly stealth based and ,inho, they benefit from going heavy weapon/armour more than sneaking.

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Ziggurat Zagger

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Post Thursday, 10th November 2016, 14:54

Re: Let Artificer choose starting weapon

I disagree that there is no a reason to use short blades (wand of random effects can confuse/paralyze) but I still like the proposal. Those who don't want to use short blades should have a chance to pick anything else. I would even suggest to make it similar to Monk. If MfMo can start with spear, MfAr should be able to also.
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jwoodward48ss

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Post Thursday, 10th November 2016, 16:19

Re: Let Artificer choose starting weapon

My understanding of the rationale behind giving a short blade is that it's a nerf to a strong background. Getting to start with a better weapon class would be a buff. See also hunter.

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Post Thursday, 10th November 2016, 16:37

Re: Let Artificer choose starting weapon

Personally think it's more elegant to give the weapons choice at the beginning for all melee class instead of forcing them to ctrl-f the first drop. I also think that giving the same choice of Be would be fine powerwise too - as any other background would be still weaker than Be
screw it I hate this character I'm gonna go melee Gastronok

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jwoodward48ss

Crypt Cleanser

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Post Friday, 11th November 2016, 10:21

Re: Let Artificer choose starting weapon

A short sword is pretty much the best starting weapon, so what's the problem?
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Tartarus Sorceror

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Post Friday, 11th November 2016, 16:20

Re: Let Artificer choose starting weapon

FR: Berserkers start unarmed, a necessary nerf to a strong background.

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jwoodward48ss

Ziggurat Zagger

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Post Friday, 11th November 2016, 16:30

Re: Let Artificer choose starting weapon

dowan wrote:FR: Berserkers start unarmed, a necessary nerf to a strong background.


Except TrBe who should start with cursed dagger I suppose?
It is weird indeed that we are trying to balance backgrounds or new gods when we have Be and Xom.
Only species are supposed to serve as difficulty levels, right?
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jwoodward48ss

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Post Friday, 11th November 2016, 17:39

Re: Let Artificer choose starting weapon

VeryAngryFelid wrote:Only species are supposed to serve as difficulty levels, right?


"Challenge gods" are definitely a thing (Xom, Chei, Qazlal). Chaos Knight and maybe Wanderer are the only "challenge backgrounds," and Chaos Knight is challenge just because it worships challenge gods, but it still seems to me that all three major character choices are designed to not necessarilly be balanced, species is just the one most often treated as a difficulty setting. Personally, I think it's pretty silly to consider it perfectly okay to have gods and species be unbalanced, but then worry about balancing backgrounds.

That said, letting character choices be unbalanced to serve as difficulty levels doesn't mean there's no such thing as one being too strong, or that balance shouldn't be a major factor in deciding how to tune backgrounds. Be's existence mean's Ar wouldn't be the strongest class if given a weapon choice, that doesn't mean we actually want to give it that buff.

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jwoodward48ss

Ziggurat Zagger

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Post Friday, 11th November 2016, 18:23

Re: Let Artificer choose starting weapon

kuniqs wrote:A short sword is pretty much the best starting weapon, so what's the problem?
What? It's the worst starting weapon in the game (unless you count unarmed as a weapon, in which case short sword is the second worst). At least En and As's daggers are enchanted.

Seems best to start Ar without any weapon or melee skill at all.

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Ziggurat Zagger

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Post Friday, 11th November 2016, 19:41

Re: Let Artificer choose starting weapon

a. The -1 short sword "Artificer's starting weapon" {*corrode}
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Tartarus Sorceror

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Post Friday, 11th November 2016, 22:16

Re: Let Artificer choose starting weapon

dowan wrote:FR: Berserkers start unarmed, a necessary nerf to a strong background.


FR: They start with a +1 hand axe, trained to 2.0. If the player wants to use a different weapon, those are available on the dungeon floor.

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jwoodward48ss

Ziggurat Zagger

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Post Saturday, 12th November 2016, 02:03

Re: Let Artificer choose starting weapon

Siegurt wrote:a. The -1 short sword "Artificer's starting weapon" {*corrode}
the best part is almost all the rc code for autoinscribing rods also autoinscribes *Corrode items (you can't just use ^rod because of "lightning rod")
so it's like you're starting artificers with a rod again

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jwoodward48ss

Blades Runner

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Post Monday, 14th November 2016, 21:30

Re: Let Artificer choose starting weapon

...what?
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Ziggurat Zagger

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Post Tuesday, 15th November 2016, 01:32

Re: Let Artificer choose starting weapon

jwoodward48ss wrote:...what?

Most people who use auto inscriptions have a search pattern, "rod" happens inside "corrode" so auto inscriptions that match "rod" match "corrode"

^rod would match r-o-d at the beginning of an item, so for example "rod of clouds" would work, but "lightning rod" would not.

\brod\b (match a word border, r-o-d, and another word border) would work for better specificity, but nobody does that.
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jwoodward48ss

Halls Hopper

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Post Friday, 3rd February 2017, 14:03

Re: Let Artificer choose starting weapon

Lasty wrote:My understanding of the rationale behind giving a short blade is that it's a nerf to a strong background. Getting to start with a better weapon class would be a buff. See also hunter.

Arcane marksman wish he could receive that nerf.

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