From: David P. <pl...@mi...> - 2007-08-08 00:45:47
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Hi all, I suggest that we change the available starting combinations a bit (more additions than removals this time). The list below tries to be conservative. For example, Nagas are good at casting in general, but I feel that their current list of available roles shows quite nicely what they are about, so I decided against Naga Elementalists. David 1) Wanderers More species should get Wn as an option. Not all, though: being Wanderer demands some general flexibility, so I suggest that only races which are broad enough get this choice. Concrete proposals: MuWn, KoWn, NaWn, HOWn, OMWn, DrWn, CeWn, KeWn, MfWn 2) Draconians I think that Draconians should get only the very general classes: the finer specialisation should take place later in the game: DrFi, DrGl, DrWz, DrHu, DrCj, DrMo, DrWn - and no other classes. This makes them harder in a sense (no DrVM, for example). This is the point where I expect (and understand) opposition the most :) 3) Other new combinations (the reasonings are not details here; in general it is a mixture of (lack of) good aptitudes and taking into account monster versions (where appropriate) and the mythos) MuPr (Y only), MuSu, MuWz, -MuFi DSPr (Y only) MDBe, MDRe, MDCr, -MDEn, -MDGl OgGl, OgHu (stones, javelins) SpTh, SpHu KoHu (darts), KoPr (no mace, Y only?), KoBe, KoGl HaHe, HaWa, HaSt, HaPr (Zin, no mace) MiCK GnWz, GnEn SDBe -GEFi, GEPa NaWr OgHu CePa, CeMo MfPa, MfCr Please don't think in terms of highscores at certain boards when considering this. |