Crossfire Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: Equipment use and Religons (Was: Re: CF: Priest cannot use weapons)



As for gradually giving out the advantages/disadvantages for religons,
an obvious solution is to say clerical level is also religious level
and so allocate greater benefits/penalties based upon clerical level.
That would allow the penalties for high level clerics to be pretty
strict (severe) since you would know that character is still overall
pretty powerful.  And a high level cleric 'suffering' strict rules
makes a certain amount of sense since that cleric is pretty close
to their god and so going to strictly follow the god.  Sort of like
a mere churchgoer may largely ignore the church's teachings, but
the pope follows them strictly.  In fact, being a high cleric
could overall make adventuring harder than a cleric prior to
religons.

A major part of the imbalance of religons is that holy word/orb and so on
can be pretty potent, but it is so rarely used by monsters.  I don't
recall ever noticing taking damage from those spells.

One of the great challenges of programming is after completing the 'big
idea' part of a project is to then fill in all of the details that make
it truly useful.  The details are often considered boring by the programmer
and so aren't done and only persistent complaints from users and the
support group finally end up forcing the small stuff to be implemented
for the feature to become widely useful.  At work it is often asked whether
a new feature is useful only to the programer or is it meant to be
generally useful?  Anyway, by this or most any standard, the whole gods
and religons project is unfinished.  The remaining work affects the
coneceptual design of gods/religon in CF and I think there should be
some discussion on exactly how it should be finished.

							sdw
[to unsubscribe etc., send mail to crossfire-request@ifi.uio.no]