danr wrote:I would like to know what the reason is for the generally low aptitudes overall for staves. These are my guesses:
- Staves are seen as being more powerful than other weapon types due to the potential damage of elemental staves, so they are "nerfed" to offset that.
Evocations helps much more with that, and you really only need 12 skill to get an elemental staff to its minimum delay (you don't need any more because evocations/elemental skill does the big damage dealing).
- Staves are not a popular choice and until now have not been available to almost any backgrounds, so they are an easy target to nerf in the name of balance.
This doesn't make any sense. Were they ever nerfed? What was unbalanced? What balance did that create or restore? What do you mean by an easy target? Confer my previous point to how staff aptitudes are mostly irrelevant to magic staves (so nerfing staff apts wouldn't balance them).
- Staves are just seen as being awkward or hard to use, and the low aptitudes are driven by realism.
Stone Soup prefers gameplay over realism, so this is a pretty bad reason.
My hunch is that there's no explicit reason for it, it just kind of happened. However, I think this discussion will be much more fruitful if we knew the official rationale (if there is one) because then it can be responded to.
It's probably just an artefact from old versions (guessing pre-ss here -- I don't know but if realism was the most important thing back then, it might make sense as a reason -- it could have just been crazy arbitrary too).
Anyhow, the only change I'd suggest at this point would be perhaps boosting HE staves from 0 to +1, just because they are a very natural race to combine spellcasting and melee, and staves combine melee and spellcasting in a unique way. However, 0 is definitely a "playable" aptitude.
Have to nitpick here: evocations is really the most important thing here (and evocations even helps with damage even after the 14 evocations skill you need to get the effect to trigger all the time). This isn't to say more staves apt isn't thematically proper or it would hurt the game or anything, but if you really want them to be good at using elemental staves you should focus on evocations.
As is though, Minotaurs and Kenkus pretty much cover the two main playstyles for quarterstaff monks. Minotaurs are non-magical, but tough, good at fighting and have natural UC (horns) to make them the UFC champion of the game, while Kenku also have natural UC and natural martial arty-ness (they can fly for crissake and have beak and talons), but are more fragile but have a much better chance of getting into spellcasting to be the magic-using quarterstaff monk.
More nitpicking: minotaurs are better off going unarmed, anyway, as UC with nothing wielded does pretty ridiculous damage.
This isn't to say auxes do ridiculous damage, though; you're probably best off turning UC off if you're using a weapon. Not that there's anything bad with starting with staves, but as I see it, there's not much of anywhere to reliably go for a staff monk other than cross-training and evocations (for the enhancer staves). Staves starts shouldn't be designed around this, though, because that would be really weird.
(this is part of why I'd like more weapon/UC synergy)
jackalKnight wrote:DEs are way too glass cannon-y to ever be viable as melee. Maybe you should request for HE to have higher staff apts instead? I think they'd be slightly less squishy.
Melee (and particularly hybrid) deep elves are pretty cool and you should try them.