Character Selection

Fewer Choices

[I believe that most of the content below the line can go; we remade the starting screens. But I not sure what to scrap, so I left everything in place.]

dpeg 2010-09-21 14:46: This section is about reducing the number of choices on the first two screens (choice of species, choice of background). Here is why I want that:

  • New players are easily overwhelmed by the almost thirty choices on each of these screens. This is not some hypothetical problem, it actually happens. (Players with experience in the genre are much less prone to this, of course.)
  • Restricting initial choices also makes it easier for us to indicate highly different, yet very viable combinations. As players get more experience, they will appreciate the subtler points afforded by the additional choices.

I am aware of the problems:

  • Many players like the full range from the start.
  • You may be experience, but installing a new version, the game wouldn't know.

So here is the proposal:

  • Use restricted sets of species and backgrounds for new players (this has to be tracked somehow). Starting with just three options for each is good.
  • Players can access more choices by each of the following:
    1. Unlock new species/backgrounds by reaching certain goals like reaching the Temple, the Lair, XL 5 etc. (Note that we are not talking about winning here, but way easier goals.)
    2. Set an option in the init file.
    3. Press some key in the starting screens.

One technical way to go about this would be having some number N which tells you how many species/backgrounds to display. “Unlocking” alluded to above would increase N, presumably by more than 1. For this, it would be necessary to order the recommended backgrounds per species (and also the recommended species per background), so that we can print the top N of this list.

Remembering my own first experiences with the game, I do agree this is a problem. I feel like it could be alleviated somewhat by simply removing some of the redundant or outright bad choices that are currently available. To give a couple of examples: mummies are currently a rather lousy choice of race; instead of trying to 'fix' them, perhaps they could be removed altogether? And is it really necessary to have both mountain dwarves and minotaurs, given that they essentially fill the same niche? — dtsund 2010-09-22 00:24
If you've been around for a while, you know that we are not afraid of taking drastic measures: we have removed four species so far (Elf, Grey Elf, Hill Dwarf, Gnome). Okay, Gnomes kind of resurfaces as Deep Dwarves later, but I think everyone will agree that DD is different. Mummy is also different enough and wise men have told me that it's good to allow certain players to have a scumming tool. There are plans to make dwarves small, which would differentiate them clearly from Minotaurs.
Altogether, I don't think that removal is a good way to make the starting screens light enough for new players. Ultimately, I would like to have 27 (differentiated) species! — dpeg 2010-09-22 11:23
I personally don't like the idea of locking choices. Would it be within reason to just add an option (perhaps as the default for new players) on the character selection menus only to show very basic (and of course beginner-friendly) species, backgrounds, and combos, similarly to how hints mode only allows MiBe, DECj, and CeHu? If it's really worth the effort, I guess the option could have a sort of unlocking (e.g. elementalists unlocked after playing a wizard to temple, or Reavers/Crusaders after getting melee on a spellcaster or spellcasting on a fightey character). — MrMisterMonkey 2010-09-22 22:14
You did see that I offered three ways to unlock everything? (And I meant that all three should be available.) If you don't like it, for example because you're a veteran and just use a new version, then set the option or press that key. — dpeg 2010-09-23 09:58
Oops; I only noticed the first two. I do think the full range should appear by default, though. — MrMisterMonkey 2010-09-23 10:10
I LOVE this idea! Unlocks and achievements may be a bit alien to classical roguelikes, but they add great fun to new players. Of course, it's important to not lock away too much. It's not the hard things that should be locked away, it's the exotic things. I fondly remember the awesome feeling of being thrown into the Abyss by Erolcha, finding out there was such a place in the game. It would be super-awesome if that had also unlocked the Abyssal Knight class. Right now, the awesome diversity of Crawl is poorly presented to the player - although that class would be the same, it's now presented on the starting screen, drowning in all the other choices, giving a new player no indication that there's something unusual about it. I don't think there should be a button to unlock everything, that cheapens it a bit. However, an init file option, definitively. And it should be disabled entirely for builds that have wizmode as an option.
The point is precisely that we want to protect new players from being overwhelmed by long lists. Hence the restricted range has to be default. I agree that we want to make it as easy as possible to get the full range for anyone (else). I always design with new players on mind. — dpeg 2010-09-23 10:44
I'm not sure if flat-out restricting choices by default is the best way to go. I remember feeling a little overwhelmed when I first started, but much more than that I was excited by the huge variety and the amount of depth it promised. If my only choices were to pick from an extremely limited tutorial-like character list or unlock everything instantly and suffer the consequences, I'd have surely opted for the latter. I think a more modest change would be best. My suggestion: leave everything unlocked, but add a button marked “Help me create a character”. Then ask one or two tiers of questions and suggest a couple of race/class combinations based on the result. For example: “Would you like to play a: a) Melee fighter b) Ranged fighter c) Spellcaster d) Battlemage.” Choosing A prompts stuff like MDFi, MiGl, and TrBe, D suggests HECr, MfIE, and SETr, C asks whether you would prefer raw magical damage (KeCj, DEFE) or variety/control (DEWz, VpEN, SpVM), and so on. This lets you introduce the player to a very wide variety of races and backgrounds while still limiting them to viable combinations and making it clear how each one is meant to be played, all without needing to greet them with a ton of grayed-out options. Maybe give each option a very brief description of how that class plays and why that race excels at it, along with explaining any special considerations (like the specific dietary needs of Trolls, Vampires, and Spriggans). This also has the added benefit of categorizing races in a way that will help guide the player towards good ways to mix-and-match on their own (“I like the Wizard's spellbook, but I don't like how fragile Deep Elves are…I remember High Elves were listed among more durable magically-apt races; maybe I'll try a High Elf Wizard”). — Sjohara 2010-10-16 00:51
I like this idea. It could work very well. A detailed proposal could make this a more short-term goal. — dpeg 2010-10-16 02:07

Character Questionnaire

As suggested above, rather than hiding character choices, the game should offer characters to you. This option should be above the list of choices and should be the cursor's default location if you've never chosen a character (rather than HuFi).

Draft is on Pastebin because the wiki is ridiculous about formatting. Gah. 2010-10-16 04:00

Character Guide (alternate)

I finished my own draft for a race/background guide, complete with a brief description of every suggested combination and why it works. Forgive the super-lazy formatting…I typed it as a tiered list with indentations, which the wiki does not like very much (and Pastebin doesn't either). Feel free to reformat or move it if it's too much of a mess to leave here (it's also pretty long).

“What kind of character would you like to create?”

a – A melee fighter, relying on physical might.

“Which of the following would you value more?”
a – Freedom and simplicity
a – Mountain Dwarf Fighter: “Fighters are traditional heavily-armored warriors. Mountain Dwarves have a lot of health, are deadly with an axe or mace, and are very comfortable in heavy armor.”
b – Minotaur Gladiator: “Gladiators are warriors that prefer light armor, and they begin with throwing skill in addition to training in the melee weapon of their choice. Minotaurs are strong, tough, and equally adept in all forms of physical combat, and they can gore opponents with their horns for extra damage.”
c – Troll Monk: “Monks shun the use of weapons and heavy armor, preferring to fight bare-handed. Due to their tremendous strength, sharp claws, thick hides, and regenerative ability, Trolls have little need for most weapons and armor to be deadly in melee combat. They have voracious appetites and are able to eat chunks of meat at any time.”
b – Extra support through divine abilities
a – Troll Berserker: “Berserkers worship Trog, who gives them the ability to briefly fly into a berserker rage, increasing speed and damage at the cost of hunger and fatigue. A Troll’s already-formidable strength in unarmed combat becomes unmatched when channeling Trog’s fury. Trolls can eat meat at any time, which helps offset the high hunger cost of the berserking ability.”
b – Mountain Dwarf Chaos Knight of Makhleb: “Followers of Makhleb are given the ability to blast their foes from a distance with the uncontrolled power of the elements, and can also summon demons who will do their bidding (usually). Mountain Dwarves are powerful warriors in their own right, and unlike magic, divine invocations are not impeded by the heavy armor they like to wear.”
c – Demonspawn Chaos Knight of Lugonu: “Lugonu’s agents eventually gain the ability to warp the fabric of space and even banish their enemies into the Abyss…assuming they can escape from the Abyss themselves first! Although Demonspawn advance slower than average in most skills, they are adept in the art of invocations. Demonspawn also randomly mutate new attributes and abilities as they grow in power.”

b – A ranged fighter, relying on missile weapons.

a – Centaur Hunter: “Hunters rely primarily on archery to slay their foes. Centaurs’ skill with the bow is nearly unmatched, and they are able to outrun most melee threats while peppering them with arrows. However, they have fast metabolisms and are more prone to starvation than most races.”
b – Ogre Hunter: “Although unskilled with most ranged weapons, Ogre Hunters enter the dungeon with several massive boulders and the strength to hurl them at their foes. Ogres can also wield giant clubs which are far too large for most other races, giving them the potential to be deadly in melee combat as well.”
c – Halfling Assassin: “Assassins like to weaken their enemies with poisonous needles fired from blowguns before killing them. Although they do not enter the dungeon with a traditional missile weapon, Halflings can make excellent use of any ranged implement they find, especially slings and thrown weapons.”
c – High Elf Arcane Marskman: “Arcane Marksmen augment their ranged attacks with magical enchantments, ensuring that their arrows strike hard and true and helping them evade their foes. High Elves are equally talented in the arts of archery and enchantment, and can also fight well with bladed weapons in a pinch.”

c – A rogue, relying on stealth or magic to put enemies at a disadvantage.

a – Halfling Assassin: “Assassins prefer to silently assassinate unaware targets, and they carry poisonous needles to weaken tough enemies from a distance. Halflings are quite stealthy and skilled with daggers, and they can also make excellent use of the Assassin’s starting blowgun as well as any other ranged implements they might find in the dungeon, especially thrown weapons and slings.”
b – Naga Stalker: ”Stalkers can refine powerful toxins and use them to disorient their enemies, delivering brutal attacks while they are helpless. Naga are quite hardy, move almost completely silently, and are immune to the otherwise dangerous poison that Stalkers often use in combat, but they cover ground slowly and have trouble escaping from threats. They also have the innate ability to spit deadly venom from a distance.”
c – Vampire Enchanter: “Enchanters specialize in cursing their enemies with sleep, confusion, sluggishness, and other debilitating effects, but cannot generally harm them directly with magic alone. Vampires have above-average potential in the school of enchantment, and are also well-suited to take advantage of stealth and short blades to deal devastating sneak attacks against those that they have mesmerized. Vampires drain blood from unbutchered corpses for sustenance; they cannot starve to death, but hunger causes their regeneration to slow and their undead nature to surface.”

d – A spellcaster, relying on powerful magic.

“What would you like the primary focus of your spells to be?”
a – Raw destructive power
a – Deep Elf Fire Elementalist: “Whether through using a simple blast, a penetrating beam, a sticky glob of lava, or a devastating explosion, Fire Elementalists have one solution to all problems: kill it with fire! Deep Elves have a large mana pool which enables to blast their enemies for a long time before running out, but they have very low health and are terrible at all forms of melee combat.”
b – Kenku Conjurer: “Conjurers specialize in slaying their enemies directly with magic, regardless of what element must be called on for the task. Skill with conjurations comes easily to Kenku, and they can also handle themselves fairly well in melee combat, but their low health and inability to wear helmets or boots makes durability a problem.”
b – Versatility and control
a – Deep Elf Wizard: “Rather than specialize in a specific kind of magic, Wizards dabble in many schools, giving them access to low-level spells with a wide range of useful effects. Deep Elves are extremely powerful spellcasters with above-average aptitude in all schools, but are fragile and totally dependant on their spells for survival.”
b – Vampire Enchanter: “Enchanters specialize in cursing their enemies with sleep, confusion, sluggishness, and other debilitating effects, but cannot generally harm them directly with magic alone. Vampires have above-average potential in the school of enchantment, and are also well-suited to take advantage of stealth and short blades to deal devastating sneak attacks against those that they have mesmerized. Vampires drain blood from unbutchered corpses for sustenance; they cannot starve to death, but hunger causes their regeneration to slow and their undead nature to surface.”
c – Spriggan Venom Mage: “Venom Mages have the ability to conjure various poisons to weaken or slay their foes. Spriggans are small and cannot wear most armor, but they move very quickly, allowing them to easily evade opponents while they wait for them to slowly succumb to the poison running through their veins. Spriggans have a very slow metabolism, but cannot eat meat.”
c – Summoning minions
a – Human Summoner: ”Summoners are able to conjure up a wide variety of creatures to fight for them, although they disappear after a short time. Humans have average potential in all skills, so they are free to supplement their summoned army with any abilities they choose.”
b – Sludge Elf Necromancer: ”Necromancers can slay the living with pure negative energy, drain the life of nearby foes, and animate the dead to serve them. Sludge Elves are naturally talented at necromancy and are not so fragile as to have serious problems creating the first few corpses on a new floor.”

e – A battlemage, relying on magical might to supplement physical prowess.

a – High Elf Crusader: “Crusaders are warriors who use enchantment magic to strengthen both their weapons and their own bodies. High Elves are skilled with bladed weapons and enchantments, and don’t give up too much health in exchange for their magical prowess.”
b – Merfolk Ice Elementalist: “Ice Elementalists call upon the primal elemental power of frost to damage their enemies, and can also thicken light armor with a layer of ice to improve their defense. In addition to being skilled in ice magic, Merfolk are tougher than average and extremely adept with polearms and light armor, allowing them to excel at slaying foes using both melee and magic.”
c – Sludge Elf Transmuter: “Transmuters can extract debilitating poisons from corpses to use against their foes or transform themselves to increase their deadliness in hand-to-hand combat. Sludge Elves are naturally talented at transmutation magic in addition to being better than average at unarmed combat.”
d – Deep Dwarf Necromancer: “Necromancers can slay the living with pure negative energy, raise the dead to serve them, or drain the life force of their enemies. Deep Dwarves are not generally skilled magicians, but they have a knack for necromancy and their thick skin allows them to shrug off many blows. They never heal naturally, but begin with a Wand of Healing and can steal health from enemies with the Vampiric Draining spell.”

Author's comments: This is my second draft, now a bit more inclusive with new sections for stabbers and summoners. Right now I’m wondering if it would be a good idea to allow some classes to appear in multiple sections, or if it’s more thematic to use each one only once. Merfolk Ice Elementalists can be played as less-fragile nukers just as easily as they can battlemages, and Enchanters fit well with both the control-oriented spellcasters and the stabbers. If I allowed that and could manage to shoehorn Priests of Beogh into the minion section, I could get every end branch to have three options, which would be nice for symmetry. — Sjohara 2010-10-16 07:31, ed. 23:21

I forgot to put a monk in mine, that's a good idea. CeHu and SpVM, too.

I sort of prefer my hierarchy, though, especially regarding stealth classes (separate category branching off the first question, with magical and non-magical options, rather than lumping assassins in with ranged and enchanters in with magic). I could write some descriptions if you like my model. — TGW 2010-10-16 14:19
I was kind of wary of including a stealth-oriented section because stealth isn't really all that well-developed in Crawl at the moment. Enchanters seem to be the only background that's especially successful at a Stabbing-oriented playstyle, and they're much less “sneak up on enemies” and much more “spam magic at anything scary”. It is an archetype players are likely to look for, though, so maybe it should be included anyway. If people like your hierarchy better, it's always possible to take my classes and descriptions and put them straight into your organization with a little modification. — Sjohara 2010-10-16 20:43
Well, it's more of a stabbing section than a stealth section. It has As, En and St (which now have a unique playstyle) in it. — TGW 2010-10-16 21:10
Stealth is currently mostly useless as an offensive tool. You rarely manage to sneak up on actual threats, even against popcorn real stealth stabs are quite rare. If you want to stab, you need magic. This does not mean stealth is worthless – heck, it is a very powerful tool for survival, avoiding combat, fighting on your terms (ie: not everything at once), and so on – it just shouldn't be mistaken for a means of actually killing enemies. — KiloByte 2010-10-17 11:31
Oh hey, Stalkers have a new spellbook in trunk with awesome Evaporate instead of stuff like Poison Weapon and Project Noise. I didn't realize that. Passwall almost makes me not feel guilty telling newbies to play Nagas, too. I did a new draft based on your suggestions; I think it feels a lot more comprehensive now. The only major thing left unrepresented is divine classes without melee skill, i.e. healers and priests. — Sjohara 2010-10-16 23:21
Just a note, I'd recommend MfCr instead of HECr (which starts with short blades and has subhuman HP). You can move the IE to general magic section or change the race if it bothers you having two Mf in the same place. Possibly more suggestions to come. — TGW 2010-10-17 00:15
Maybe I'm biased, but I have something of a personal attachment to Merfolk Ice Elementalists played kind of like Reavers. They're the first race/class combination that really clicked with me when I was starting out, and I don't think any other race has the right aptitudes to take advantage of that aspect of the Ice Elementalist's starting book. I guess they're blasty enough to fit with the other nukers and free up the Merfolk slot for Crusaders in the battlemage section, but that seems kind of misleading…people looking for that hybrid style might not find them. — Sjohara 2010-10-17 00:44
If you do add Beogh to the summoning section (which you should, since an army of minions is the real reason people pick him), you definitely need to mention that you have to gerner his favor through a non-trivial amount of killing before you start getting minions–but get a powerful smiting ability and bonuses to use of orcish gear to tide you over until that time. And mention that he's the only choice of the three listed that wears heavy armor. Also, I think Priest of Yredelemnul might be a better choice than necromancer. Necromancer is a rather daunting class with varied and complex spells manipulating corpses and health. Relying on Pain for the first few levels is just too hard for a new player; I've been playing for a while and I can still barely do it. While Priests of Yred get plenty of undead minions in short order (Heck, they can start raising proper zombies faster than necromancers can) but back it up with simple melee combat. It's a very newbie-friendly class, and it's what the newbie player is probably really looking for anyways. — Brickman 2010-10-19 06:19
I don't know how practical this would be, but it would be nice if each of the race/class combinations suggested by this procedure could be played in hints mode. Given that it's meant for beginners, and all. A lot of the hints could probably be shared between some sets of classes anyway. — dtsund 2010-12-03 23:56

Unlock Proposal

SquashMonster 2011-08-04 02:47:

A proposed way to do dpeg's suggestion of unlocking new characters as you get better. As with his proposal (way up top) you can avoid this entire system by setting an init option. Maybe there should be a menu option to unlock everything: personally I think turning it off straight through the menu removes some of the fun, but someone else can decide that.

When you first start out, you have three choices:

  • Mountain Dwarf Fighter
  • Merfolk Skald
  • Human Fire Elementalist

Getting to XL:5 or the Ecumenical Temple unlocks a new character of a similar type if one is available. Getting to Lair unlocks any of the remaining characters, even a dissimilar one. Getting to Lair when none of these are left, or seeing the bottom of any branch (regardless of what's been unlocked), unlocks separate race/class selection.

  • Fighters → Troll Berserker, Centaur Hunter
  • Hybrids → Spriggan Enchanter, Naga Stalker
  • Casters → Kenku Summoner, Deep Elf Necromancer

When you unlock separate race/class selection all of the above races and classes are available to start. You unlock a new race each time you see Lair with a new combo, and a new class each time you hit XL:10 with a new combo. Additionally, getting a rune unlocks a new race and new class, regardless of whether you've done it already with this combo (or character). Winning unlocks everything immediately.

For races, find the race you're using and find the first one after it on this list that you haven't unlocked (wrapping if needed). If everything on this list is empty, pick the first option off the hard list.

  • Normal: Kenku → Kobold → Halfling → Spriggan → High Elf → Deep Elf → Sludge Elf → Merfolk → Octopus → Naga → Draconian → Mountain Dwarf → Deep Dwarf → Hill Orc → Human → Minotaur → Centaur → Felid → Troll → Demonspawn
  • Hard: Ogre, Demigod, Ghoul, Vampire, Mummy

(To explain: the above is a pretty simple to implement/adjust method to give unlocks in an order that does its best to make sense. The actual mechanism is hard to explain, but what you get out of it is never surprising. The actual orders could be tweaked, of course: it's worth noting that, as-listed above, Halfling and Hill Orc are slightly harder to unlock than normal.)

For classes, use the same mechanism:

  • Normal: Summoner → Warper → Priest → Skald → Transmuter → Monk → Fighter → Gladiator → Necromancer → Death Knight → Healer → Berserker → Chaos Knight → Abyssal Knight → Hunter → Assassin → Artificer → Stalker → Venom Mage → Earth Elementalist → Enchanter → Wizard → Conjurer → Fire Elementalist → Ice Elementalist → Air Elementalist
  • Hard: Wanderer

Aptitude screen

If you select a character background before a race, and then check the aptitude screen, the recommended races could be highlighted, like your current race is highlighted when checking the aptitude screen during the game. galehar

I like this. — TGW 2010-03-22 20:03
done. — galehar 2010-11-14 21:30

I like that when checking the aptitude table while playing, the species you're playing is highlighted. When choosing a species you can bring this table up too; would it be possible to highlight the currently selected species? — dwattttt 2011-09-02 03:10

TGW's proposed class order

    a - Fighter               j - Crusader                s - Wizard
    b - Gladiator             k - Transmuter              t - Conjurer
    c - Monk                  l - Warper                  u - Summoner
    d - Berserker             m - Enchanter               v - Necromancer
    e - Priest                n - Stalker                 w - Fire Elementalist
    f - Healer                o - Assassin                x - Ice Elementalist
    g - Abyssal Knight        p - Hunter                  y - Air Elementalist
    h - Chaos Knight          q - Arcane Marksman         z - Earth Elementalist
    i - Death Knight          r - Artificer               A - Venom Mage
                                                          B - Wanderer

A ton of old content can be found at . There are some good ideas in there, but the start screen is already updated (and incredibly awesome now, thanks felirx) so it's no longer necessary to have in the open. — TGW 2010-10-16 02:27

Number Pad

Can someone update the character selection screen so the number pad, and not just the arrow keys, can be used to move between the options? After playing crawl for a few hours, it always takes me a moment to figure out why the cursor isn't moving any more when I start a new character. — jejorda2 2010-11-20 12:59

Well it does (tested in trunk). The only case where it does not, is in console if you have numlock enabled. But then, you might want to use numbers for your name too (and console crawl isn't playable with numlock on anyway, at least for me). — galehar 2010-11-26 11:43

More Yes/No Prompt

If you choose the “Random Character” option when generating a character, you are given a character and then given a yes/no prompt for playing that character. However, if you use the + key for making part of the decision random, and that part is the second part, you get no prompt. It seems like it would be a good idea to always give the yes/no prompt if the last choice made in character generation was random. This could be good if, for example, a player wants to play a random necromancer but hates mummies, or wants to play a random high elf but is terrible with warpers, or in general wants to try a random X but thinks that certain “recommended” race/class combinations are useless. — Brickman 2010-11-21 03:22

Recommended choices

From the forum, it seems KoBe should be recommended. RangerC also suggested to recommend this:

  • TrWn
  • KeRe
  • OgRe

And not this:

  • DDPa
  • SEPr

HaAM has been praised by danr.

There's probably more changes needed. — galehar 2010-12-03 09:49

Stalkers changed completely but didn't have their recommended races changed. VpSt could be recommended, and DDSt definitely not (no idea why old DDSt was recommended either, really). VpTm shares some of the good points of VpSt, as well. Felids probably shouldn't be recommended stabbing classes (En, St) since they can't wield daggers. Then again they have weirdly good Hex/Stabbing apts. — marvinpa 2011-01-14 21:18

I played a FeBe a couple of days ago and let stabbing train pretty high, just for the sake of it. I actually got quite a few kills from stabbing (even on high HP monsters). Claws are a lot worse than daggers, certainly, but felids seem to do all right anyway (thanks to their good stealth and speed). I wouldn't play felid stabbers like I play spriggan ones, though. — evilmike 2011-02-14 08:56

The only thing that felids need to be good stabbers is for the current handling of unarmed stabbing to change, especially regarding claws. I believe that there is a wiki page about this? — ZChris13 2011-02-14 06:41

Difficulty indicator for species

Currently, the background selection screen roughly shows the difficulty of various backgrounds by telling the player which ones are recommended for their chosen species. However, the species selection screen doesn't tell you a thing about difficulty. It's been proposed to divide the species into three difficulty categories. It's not just about strength, but also straightforwardness; KoBe may be a great combination, but it's not an intuitive one. This could be represented by dividing them into categories, but it would also work to display stars next to their name: Human, * Merfolk, * Ogre, where more stars means they're easier. A proposed division follows. It may have too many in the “Medium” category, or some other problems I'm not aware of. — minmay 2011-04-09 01:56

Easy species

  • Mountain Dwarf - specialized for heavy armour fighters, almost no downsides that are relevant to heavy armour fighting
  • Merfolk - excellent in the early game without any strange gimmicks
  • Troll - extremely easy early game, although a very “different” species
  • Minotaur - just generally very good for non-casting
  • Felid - not being able to use most of the items in the game makes them straightforward, and extra lives make them very easy indeed

Medium species

  • Human - specialist species are better at specialising, which is what new players do
  • High Elf - 150 XP aptitude and no obvious builds, but quite tame and not weak by any means
  • Deep Elf - quite straightforward but new players may struggle with the HP
  • Sludge Elf - the builds they excel at are rather complicated and difficult early on
  • Deep Dwarf - while one of the easiest species once you're familiar with it, they're rather alien to new players
  • Hill Orc - “mountain dwarf but worse”
  • Halfling - powerful, but doesn't kill things by whacking or blasting, which takes some getting used to
  • Kobold - easy, but unusual playstyle
  • Spriggan - easy, but unusual playstyle
  • Naga - basically the same issue as humans
  • Centaur - easy, but unusual playstyle
  • Kenku - like deep elves, they're very good but HP keeps them from being too easy
  • Draconian - same issue as humans
  • Demonspawn - very good, but requires adaption and can be confusing

Hard species

  • Ogre - considered one of the weakest species
  • Demigod - the species equivalent of Wanderer: not weak, but doesn't do anything to help you along
  • Mummy - bizarre, requires careful play early on
  • Ghoul - bizarre
  • Vampire - blood mechanic is very complicated
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dcss/brainstorm/interface/combochoice.txt · Last modified: 2011-09-02 03:18 by dwattttt
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