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THAC0 modifiers are a bit off, there is no modifier for 1PP, a -1 bonus for 2PP, -3 Bonus for 3PP (according to AD&D rules, for the game it may be -2) and a +2 penalty for weapons without PP's (for warriors)
I've posted example 6 below with corrections to illustrate this. Quote:
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[ 04-20-2005, 09:09 AM: Message edited by: Morgeruat ] |
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I do like that the chart makes very clear that by level 5 or 6 a fighter with 10 dexterity is a MUCH better archer than a thief with 19 dexterity. Too many people don't realize that this is the case. |
<font color = mediumspringgreen>Morgeraut,
Like I said: I am not as strong on this subject as I wish I were. However, I adjusted for the fact that the THAC0 modifiers are -1, 0, 1 (instead of 0, 1, 2) for 0, 1 and 2 PP, respectively, by making the starting number 21 instead of 20. I *THINK* the formulas I generated match the data in the chart; but, in any case, the numbers in the chart are correct. They are stats for actual characters created by me and verified in-game. ister, Yes, I see your point on weapon skill diversity. My problem is that I like having 2 DC Clerics in the party. The Clerics have to use crushing weapons; so why split the PP between two crushing weapons when you can be awesome with one? I typically have at least 4 DC warriors in a party, and at least 2 of them are restricted to crushing weapons. So I want the other 2 warriors to be VERY good with edged weapons (slashing damage) and bows (piercing damage). I have taken the road of TEAM weapon skill diversity: At least 2 warriors are excellent in each damage type. It usually works very well, since encounters with crushing-immune monsters are few, and encounters with slashing-immune monsters seem to be even rarer. A party with 4 DC warriors, 3 of whom are 5/3 PP in edged_weapon/Bow or crushing_weapon/Sling, and with the Bard singing War Chant, typically breezes through encounters that were designed to be extremely challenging to the 2-3 vanilla warrior party. </font>--------------------<font color = mediumspringgreen> What's a party, without a song? Bards ROCK! Party On!! </font> |
I agree with your approach - get to 5 stars as soon as possible. However, each fighter gets an extra two stars to start with, and upon DC gets several more stars before reactivating the fighter. I prefer to use these stars to ensure that everyone has at least one star in a missile weapon and a crushing weapon. I don't much see the point in 3 stars in a secondary weapon. The only reason to ever use the secondary weapon is because the enemy has extreme immunity to the primary weapon. I'd rather have a diverse selection of secondary weapons for these specialized cases. The rest of the time my characters ought to be using their primary weapon.
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In any case your numbers were only slightly off, and I congratulate you for your work in showing how things break down. [img]graemlins/thumbsup.gif[/img] |
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I will change this in my reference material, and have to check it out some day. In the meantime, please don't take offense if you see the modified data still with the tag "unverified." I do the same to Dundee Slaytern, whom I think many would admit has the deepest reservoir of IWD knowledge on this board. </font>--------------------<font color = mediumspringgreen> What's a party, without a song? Bards ROCK! Party On!! </font> |
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