AG Digest #3 From: apeiros@teleport.com (Apeiros) Date: Sat, 22 Jun 1996 00:00:00 +0000 Friday, 21 June 1996 Volume 01 : Number 003 ***** ---------------------------------------------------------------------- From: michael edward haas <meh28148@kestrel.tamucc.edu> Date: Thu, 20 Jun 1996 09:55:49 -0500 (CDT) Subject: Re: GUILD-L picking up items ***** Im sure setting your encumbrance that low will not only prevent him from picking anything up but taking anything as well..you can have him activated for just guild fights, he can still transfer an item to your character before he adventures.. Mike.. ***** ------------------------------ From: michael edward haas <meh28148@kestrel.tamucc.edu> Date: Thu, 20 Jun 1996 10:01:34 -0500 (CDT) Subject: Re: GUILD-L Digest ***** What is the Guild-L Digest..? What's in it? Mike Haas.. ***** ------------------------------ From: MikeAPHL@aol.com Date: Thu, 20 Jun 1996 16:43:11 -0400 Subject: GUILD-L Isurus Map ***** Would anyone out there (perhaps lower PLs) be interested in a color map of Isurus I've made? It contains 26 of the 31 first-level rooms, mainly the "easier" to find areas. It's a drawn map that includes: doors with thier CMI settings, potential trap locations, and basic creature key. If anyone is interested, reply back - I can send it via your character ID, or even let you download it (note that it's 594 KB, however). Please remember this is a basic map of an 800 PL adventurer... but I figure it may help someone. Michael (Rathison in Antar) ***** ------------------------------ From: michael edward haas <meh28148@kestrel.tamucc.edu> Date: Thu, 20 Jun 1996 10:00:13 -0500 (CDT) Subject: Re: GUILD-L some questions ***** > 1) Are the difficulty ratings the same result at different sites? > i.e. is Isurus lvl 1 as difficult as say Swamp Patrol lvl 1? Is there > a comparison done somewhere if they are not? Specifically Haunted Manor. Certain sites are more difficult than others for the same difficulty level. Isurus I think is one of the easiest, but the same level at Swamp Patrol seems to give me more difficult monsters..Haunted Manor is not very easy at all, since you can't take anyone with you. This makes it a tad bit more difficult.. > 2) In the newsletter someone is paying X gold per magic point. If > i transfer magic points, it that from my max amount(and not regained) > or from my current magic points (which can recharge each turn)? It is from the magic points that will recharge every turn. If it wasn't, not a single person would send a single magic point. You will recharge at a certain rate. The 41GC to me is worth it, since I don't use magic with that character much anymore.. > 3) well this is a note, my warrior went to Isurus lvl 1 and returned with > 49 EPs. is it just me, or is this rare? That's good..not rare, just doesn't happen as often as people like.. YOu probably hit very efficiently and did overall real well..Congrats.. > 4) Are damage points and dodge/retreat calculated the same as weapon > skill points, in that 5 points is another level? in the newsletter > is mentions warrior X has highest dodge/retreat at lvl 8.... Yes...this is the same as WSP. In other words, 6 is level 2, 11 is level 3 and so on... Mike Haas.. ***** ------------------------------ From: CFS@bea.com Date: Thu, 20 Jun 96 15:02 Subject: GUILD-L INT PARRY ***** Form: Internet Memo Text: (8 lines follow) Shields are designed for off-hand use, and don't carry the penalty that would apply to a 2nd weapon (at least when parrying). However, to raise your shield skill, you *might* consider an easy adventure using a shield/shield combo. It has to be simple (level 6-9 Isurus) as you won't have any truly damaging weapon -- but you'll get plenty of shield opportunities and hopefully WSPs. It doesn't work well in the guild, the competition is too good. c Use Proportional Font: true ***** ------------------------------ From: "Mike Neff, CCLA" <MIKE@lincc.ccla.lib.fl.us> Date: Thu, 20 Jun 1996 14:05:57 -0400 (EDT) Subject: GUILD-L Intelligent Parry ***** I'm resending this msg since I mistyped the guild list name the first time (oops :-)) Mike - --- Well I admit Sonya's shield skill is not weapon lord (yet).. using the shield has been solely driven by her lack of ability to parry against natural attacks with a weapon. Without a shield, she attempts to dodge and fails.. with a shield she at least attempts to parry/block the attack before the dodge attempt. Has anyone experimented with the pros and cons of placing a lower weapon skill weapon in your primary hand, and a higher weapon skill weapon in your off hand, in an effort to offset any penalties to fighting/parrying. For example, Sonya might wield her L3 shield in her primary hand and her L6 broadsword in her offhand. Mike ***** ------------------------------ From: Mike Lee <mlee@discover-net.net> Date: Thu, 20 Jun 1996 19:16:10 -0700 (PDT) Subject: GUILD-L new addition ***** Added an AG fun page at: http://discover-net.net/~mlee/ag_fun.html It's about 50% done.... Mike ***** ------------------------------ From: Thorron <thorron@inforamp.net> Date: Thu, 20 Jun 1996 16:57:50 -0400 (EDT) Subject: GUILD-L CMI list ***** >***** > >well this is what i have from adventures and this turns newsletter. >anyone feel it is worthwhile to help develop a list? > > no thnaks..already got one for all sites..over 325 total adventures :) When in doute....fake it Thorron T ***** ------------------------------ From: Alrek@aol.com Date: Thu, 20 Jun 1996 23:04:03 -0400 Subject: Re: GUILD-L Intelligent Parry ***** I suggest that you stay with the Shield in your off hand, instead of switching weapons. If you parry 100% with the shield, and feel that you aren't getting the WSP's fast enough, I agree with the previous post.... try a shield/shield adventure (Or just one shield and attack/parry with it 100% of the time). Andy Z. ***** ------------------------------ From: MikeAPHL@aol.com Date: Fri, 21 Jun 1996 01:31:24 -0400 Subject: Re: GUILD-L Isurus Map ***** Wow, 5 responses already! OK, I set up an FTP site with the map. Search FTP for users.aol.com, then type cd /mikeaphl. The only directory in there is "Isurus", which holds 2 files: Introduction, and IsurusMap. Please download the Intro (.doc) - it's hard to follow my map key without it, along with the map itself. I converted the map to a 222 KB JPEG (.jpg) file to make it smaller. The document is Word 6.0; the map is originally Corel Draw/Photopaint, converted to my cheaper graphics program, PC Paintbrush (24-bit color, RGB). If you have any problems accessing the downloaded info with your particular software, I can still send you the map postal, if you give me your char. ID. The picture at 100% zoom is much bigger than the screen, but hard to read if you "zoom out." Your best bet is to print it... make sure you "fit to page" for best results. Good Luck, Michael Abiuso (Rathison and Turquine) ***** ------------------------------ From: Todd Woods <woods@cs.uiowa.edu> Date: Fri, 21 Jun 1996 10:36:10 -0500 Subject: Re: GUILD-L WSP PW ***** Alan Yip wrote: > > All I see happening here again is that there will be a rush to L9 and then the > wall. Characters at L9+ will simply not use something like this, and if > they did, might only use it once, maybe twice a year at most. What you would That is the idea. :) At the higher levels this would be used to make sure characters keep gaining wsps, not that they gain ALOT of wsps. It would only be used a couple of times a year. Basically to keep pace with their power level. (You know how I like to harp on that ;-). > have to do is get rid of that 100 destiny point limit (when going on > adventures) and increase the amount of destiny points an adventurer gets based Why? The idea at the higher wpn levels is that this is something to use when not gaining wsps for a long time or if you want to get to the next level (usually just to say your character is at the next lvl :-). It's not something that would be used often. If it were then Hugh would restrict it so that it wouldn't work for high wsps. There has to either be a restiction on how high it works or how often it can be used. Originally we restricted how high it worked, with a smaller and set amount of destiny. But if you want it to work for all wpn levels then you have to realize that it WILL cost more at the higher wpn levels to reduce how often it can be used. If we made it so cheap that characters with lvl 9+ wpns could use the power word every 4-5 turns game balance would be shot to hell. > on his PL. Right now, on adventures, I think how much destiny points one gets > is PL independent (since I only run a high PL character, I've never bothered > comparing). Since my character usually gets around 4 destiny points, > I'm betting that 1500 PL characters at least get the same. Yes and no. Destiny gain is based on how good the adventure is and how many destiny you already have. Usually the higher the power level character the better the adventure (higher avg. adventuring score, more kill points, etc.). So indirectly the amount of destiny you can gain is tied to power level. As an example when BB and Morin both go adventuring, getting 99 ep and 4000 gold, Morin got more destiny pts from the adventure even though he has about 10 higher total destiny (and both had 95+ adv. scores) and BB is zealous to Fineous (who helps with destiny). > > As it is now, losing 60 destiny points for a character to possibly gain one > wsp (and in all probability, > a less that 20% chance of getting that one wsp) is not very appealing I think the chance is ALOT higher then that. Maybe more like 20% chance per successful use of the weapon is more like it. I've had Morin recently (7-8 turns ago) pick up the great axe and fist. He's using great axe a little more then fist but he's using kick about 50% of the time. He got around 60 successful attacks with weapons each turn, 35 great axe, 25 fist. Two turns ago (about 5 since he started training with wpns) he was 25 wsps with axe, 21 with fist. Remember, the characters ability to gain wsps usually increases as pl goes up (frequently through cunning raises but also devotion to god). Also the destiny cost is linear. The higher the wsps the more bonus you need and the more destiny it costs. Anything less then linear relationship between bonus and destiny and you're saying the higher your wsps the less destiny for the same amount of bonus. That certainly doesn't seem right. Now we could change the ratio (i.e. each 1 wsps lowered costs 1 destiny) but doing this means the power word will probably have less of an effect (more then likely less number "uses" per saying of the power word). I'd rather go for something that costs more destiny but gives (almost) a certainy of gaining a wsps. Really I think we should get Hughs opinion on this. If we set the destiny cost and the affect, about the only thing he could set to make sure balance is preserved in the game would be # of uses that would be affected by the power word. Personally I'd be happier with more uses but want to make sure game balance is preserved. > to anyone. The reason being is that it will force your character to > be in the guild for a long time to recover DPs and the difference > in the number of EPs you're going to lose out on in not adventuring > would probably make it more appealing to go adventure and flat out buy > the wsp using EPs, hence, I see no real benefit at all here for anyone at Maybe, maybe not. The higher the wsps the more ep it costs to raise. If the character is averaging 100+ ep an adventure then it's probably better to stay adventuring. However if the character averages more like 80 ep then it might be better to use the destiny. This is based on the idea that the power word should give (on average) 2-3 wsps per use. So if a character used it twice a year they'd average 1 level increase with their wpn/year. That seems okay to me. Of course this is dependent on the # of uses that the power word would work for. Without knowing the exact formula it is hard to figure it out. I'm basically going on the experience I've had with high power level character picking up new weapons and how fast they gain wsps at the 20-25 range when they actually fight with the weapon. Maybe 15-20 attempts per use of power word would be better although we'd need to talk with Hugh about this one. > > Note that your examples assumes a character is right on the edge of the > next level. If a character was at 47 wsp... I'd doubt he's ever consider The reason I did this is because 25 wsps is the "wall". I was going in level (5wsps) increments. Also if the character had been at 47 wsps for the last 3 years (real time), was sitting on 100+ destiny, I think this power word would be awfully tempting. > using this power word. When I said that someone might use it once or maybe > twice a year at most, I was thinking that the L9+ character would only > consider it IF and only if he was on the edge to the next level. From what I know there are no benefits from going to the next level in a weapon. The benefits are based on wsps, not lvl. If a character used it 2-3 wsps ago, then the character would probably use it again. It's only a little extra destiny (4-6 destiny). Of course if the character is now happy with their wsps or is getting ALOT of ep on adventures then maybe they wouldn't. > Al > > PS. I'm curious, of those who seem to have stopped learning WSPs at L6 or > so, how many have used different weapons over the course of their career? Not quite fair. If the character was stuck at lvl 6 for 2 years real time then most likely they upgraded to a heavier weapon. For example BB has been at 25 wps since about 700 pl (1500+ now). Eventually his strength will be high enough to use heavy weapons (probably about 2000 pl). If he isn't even close to lvl 7 by then it would probably be better to upgrade to the heavy weapon. It does more damage and he can get it to 25 wsps in about 7-8 turns. If it's a tossup between sacrificing 2-3 wsps for a weapon that does 3 times the amount of damage then of course I'll take the heavy weapon. However if he were gaining wsps and got to lvl 7-8 by 2000 pl then I definately wouldn't change. It's not that characters aren't gaining wsps because they changed weapons, it's that they changed weapons because they aren't gaining wsps. :) Todd ***** ------------------------------ From: Todd Woods <woods@cs.uiowa.edu> Date: Fri, 21 Jun 1996 11:04:13 -0500 Subject: Re: GUILD-L some questions ***** > > > 3) well this is a note, my warrior went to Isurus lvl 1 and returned with > > 49 EPs. is it just me, or is this rare? This is good and bad. :) For a lvl 1 Isurus this is pretty good. For a low pl character this is good. Overall it's mediocre. As your character adventures more you'll learn the characters limits and be able to push the level higher. The higher the lvl the more (powerful) the creatures and the higher potential for ep. IMO an experienced adventurer should be pulling down 60 ep/turn at LEAST. If not then there you should take a serious look at the characters strategy/adventures. Is the site suited to the character? An example is fast characters usually have a better time vs. Ilsoren types (Patrol Sites) while slower heavy hitter types do better vs. undead (Canaar, Blood Cairn). Are there any creatures in particular the character has problems with? If so any changes you can make to the character to enable the character to defeat the creature, etc. It usually takes time to develop this experience, both for the player and character. Once you're an experienced player you can more quickly learn how to mold a character into an able adventurer and which sites/difficulty are best for the character. So the ep is good for the character going to that site at that lvl, but there's more ep to be had out there. Have fun, explore, strategize. :) Tod ***** ------------------------------ From: Michael Wesler <mikael@earthlink.net> Date: Fri, 21 Jun 1996 09:08:37 -0700 (PDT) Subject: GUILD-L WSP's ***** Hey, I was talking with some people and it occured to us that one thing no one seems to be talking about is character vs. other character battles and increased WSP's. I really don't know what's up here with HIGH WSP's and hitting good D/R's but I think that a general increase in WSP's in relation to D/R bonuses will, to one degree or another, make dodgers easier to beat. Here's what I mean: With higher WSP's characters will theorhetically hit more often. I think we can all agree on that :-). Now then, if a good dodger's getting hit more often then he's taking proportionally more damage than a parrier and I'll tell you why. Dodger's tend to be smaller and lighter than your good parriers - who tend to be big and bulky (correct). So, when dodgers get hit it hurts more than a parrier. I really don't know what a difference this'll make but I can see some little 36"ers getting kinda worked as they see that that now lvl. 9+ heavy warhammer coming down towards their heads. Mike Wesler Mikael@earthlink.net http://home.earthlink.net/~Mikael/index.html ***** ------------------------------ From: Ruark RC Cleary <"CLEARY_R"@ngw.dep.state.fl.us> Date: Fri, 21 Jun 1996 16:47:50 -0500 (EST) Subject: GUILD-L WSP PW -Reply ***** Date: 06/21/1996 04:46 pm (Friday) From: Ruark RC Cleary To: DEP-TLH.VAXGATE("EPIC66:PMDF:teleport.com:/ASC:guild-l") Subject: GUILD-L WSP PW -Reply >>> owner-guild-l 06/21/96 11:49am Todd writes:>>> >>to keep pace with their power level...I like to harp on that Again, this argues that there is, or should be, a direct correllation between PL and WSPs. This could only be considered accurate for a fighter with few ep and kp skills (say, stats + combat sense + initiative - and nothing else). An elf with 25 WSPs, L12 Blast and L10 Magical Fury could be @2,000PL. Should he compare himself to a human fighter with 36 WSPs @2,000PL and say, "Hey, I should have 36 points, too"? The issue is that everyone will hit "the wall" eventually, regardless of race, creed, religion, color or PL. The question is how to get around "the wall" in the most play-balanced fashion. The only real answer is to have Hugh rewrite the formula [when X>25, Y% WSP + 1 = WSPtotal x 0.0001] to eliminate "the wall". This could be as simple as having WSP + 1 = 1% i.e. every time you successfully hit in battle, you have a 1% chance to get a WSP. In other words, you are "guaranteed" to gain 1 WSP for every 100 hits (statistically this isn't true, but that's beside the point). How long it takes the character to hit 100 (or so) times in battle then becomes the sole determinant of gaining WSPs. Elves in melee, anyone? [No need to thank me, Hugh. A 50,000 gc honorarium is sufficient.] >>when BB and Morin both go adventuring, getting 99 ep and 4000 gold >>(and both had 95+ adv. scores) WHAT?!? WHAT THE @%#$&... umm... So, uh, where are you going (site/path/level) to get such.. interesting results? >>Really I think we should get Hugh's opinion on this. Naw. I've taken care of it. No problem anymore. >>If the character is averaging 100+ ep an adventure Who ARE these people??? >>if the character averages more like 80 ep ..them, too??? >>although we'd need to talk with Hugh about this one. No, really. Honest. Hugh is awful busy, you know. - -Aelwon Findelvos, 25 WSPs in starting weapon and not overly concerned about it (but would really like a 99 ep adventure) ***** ------------------------------ From: Ruark RC Cleary <"CLEARY_R"@ngw.dep.state.fl.us> Date: Fri, 21 Jun 1996 17:01:03 -0500 (EST) Subject: GUILD-L CMI list -Reply ***** Date: 06/21/1996 05:00 pm (Friday) From: Ruark RC Cleary To: DEP-TLH.VAXGATE("EPIC66:PMDF:teleport.com:/ASC:guild-l") Subject: GUILD-L CMI list -Reply >>> owner-guild-l 06/20/96 06:31am >>> >>well this is what i have from adventures and this turns newsletter. >>anyone feel it is worthwhile to help develop a list? Yes. >>* = couldnt get past door >>! = retreated >>Antar, Isle of Isurus >>CMI Locations >>999 1,3,6,11,17,21,18,22,27... etc. This is pretty much the same setup as the ancient Jamethiel maps, so it should be easy for mappers to use. I'll try to post mine sometime this year. Don't forget the supersecret mapping meeting Wednesday night before GenCon (if you're going). - -Aelwon Findelvos mapping Misty's terrain ***** ------------------------------ From: aly@bdt.com (Alan Yip) Date: Fri, 21 Jun 1996 10:56:42 -0800 Subject: Re: GUILD-L WSP PW ***** At 10:36 AM 6/21/96, Todd Woods wrote: >***** > >Alan Yip wrote: > >> >> All I see happening here again is that there will be a rush to L9 and >>then the >> wall. Characters at L9+ will simply not use something like this, and if >> they did, might only use it once, maybe twice a year at most. What you would > > That is the idea. :) At the higher levels this would be used to make >sure characters keep gaining wsps, not that they gain ALOT of wsps. It >would only be used a couple of times a year. Basically to keep pace >with their power level. (You know how I like to harp on that ;-). > So you're saying it's OK for for a 1200 PL character to get L7 weapon without any problems but a 5000 PL character is forced to be stuck at say L9 or so? The problem with this is that you will never be satisfied with what your wsp is at. Say you reach L9 at 4500 PL.... you'd put another argument that the monsters have too high a level again. That's why I think this PW should be fair to all levels. > >> have to do is get rid of that 100 destiny point limit (when going on >> adventures) and increase the amount of destiny points an adventurer gets >>based > > > Why? The idea at the higher wpn levels is that this is something to >use when not gaining wsps for a long time or if you want to get to the >next level (usually just to say your character is at the next lvl :-). >It's not something that would be used often. If it were then Hugh would >restrict it so that it wouldn't work for high wsps. There has to either >be a restiction on how high it works or how often it can be used. >Originally we restricted how high it worked, with a smaller and set >amount of destiny. But if you want it to work for all wpn levels then >you have to realize that it WILL cost more at the higher wpn levels to >reduce how often it can be used. If we made it so cheap that characters >with lvl 9+ wpns could use the power word every 4-5 turns game balance >would be shot to hell. > Again, won't you just get back into the same boat when you do get stuck at L9 at 4500 PL and fighting monsters with higher WSPs? >> on his PL. Right now, on adventures, I think how much destiny points one >gets >> is PL independent (since I only run a high PL character, I've never bothered >> comparing). Since my character usually gets around 4 destiny points, >> I'm betting that 1500 PL characters at least get the same. > > > Yes and no. Destiny gain is based on how good the adventure is and how >many destiny you already have. Usually the higher the power level >character the better the adventure (higher avg. adventuring score, more >kill points, etc.). So indirectly the amount of destiny you can gain is >tied to power level. As an example when BB and Morin both go >adventuring, getting 99 ep and 4000 gold, Morin got more destiny pts >from the adventure even though he has about 10 higher total destiny (and >both had 95+ adv. scores) and BB is zealous to Fineous (who helps with >destiny). > I don't know, I go on high level adventures, kick some butt and still get only 4 destiny points. I've just worked up to 70 DPs, so it's not as if I have a ton of DPs. >> >> As it is now, losing 60 destiny points for a character to possibly gain one >> wsp (and in all probability, >> a less that 20% chance of getting that one wsp) is not very appealing > > I think the chance is ALOT higher then that. Maybe more like 20% >chance per successful use of the weapon is more like it. I've had Morin >recently (7-8 turns ago) pick up the great axe and fist. He's using >great axe a little more then fist but he's using kick about 50% of the >time. He got around 60 successful attacks with weapons each turn, 35 >great axe, 25 fist. Two turns ago (about 5 since he started training >with wpns) he was 25 wsps with axe, 21 with fist. Remember, the >characters ability to gain wsps usually increases as pl goes up >(frequently through cunning raises but also devotion to god). Count your blessings... I had Vanya go out with just a buckler for many turns... she got stuck at the low 20s WSP and after a few turns of not getting anymore WSPs with the buckler, she just gave up on trying to learn more. And she had around 100 attack/parry opportunities per turn. All that and Kellen too... This is why I don't think it's such a sure thing to blow 50+ destiny points on. > Also the destiny cost is linear. The higher the wsps the more bonus >you need and the more destiny it costs. Anything less then linear >relationship between bonus and destiny and you're saying the higher your >wsps the less destiny for the same amount of bonus. That certainly >doesn't seem right. Now we could change the ratio (i.e. each 1 wsps >lowered costs 1 destiny) but doing this means the power word will >probably have less of an effect (more then likely less number "uses" per >saying of the power word). I'd rather go for something that costs more >destiny but gives (almost) a certainy of gaining a wsps. > Really I think we should get Hughs opinion on this. If we set the >destiny cost and the affect, about the only thing he could set to make >sure balance is preserved in the game would be # of uses that would be >affected by the power word. Personally I'd be happier with more uses >but want to make sure game balance is preserved. > Well, as I stated before, I trust Hugh will do what is fair to all characters. > > >> to anyone. The reason being is that it will force your character to >> be in the guild for a long time to recover DPs and the difference >> in the number of EPs you're going to lose out on in not adventuring >> would probably make it more appealing to go adventure and flat out buy >> the wsp using EPs, hence, I see no real benefit at all here for anyone at > > Maybe, maybe not. The higher the wsps the more ep it costs to raise. >If the character is averaging 100+ ep an adventure then it's probably >better to stay adventuring. However if the character averages more like >80 ep then it might be better to use the destiny. This is based on the >idea that the power word should give (on average) 2-3 wsps per use. So >if a character used it twice a year they'd average 1 level increase with >their wpn/year. That seems okay to me. Of course this is dependent on >the # of uses that the power word would work for. Without knowing the >exact formula it is hard to figure it out. I'm basically going on the >experience I've had with high power level character picking up new >weapons and how fast they gain wsps at the 20-25 range when they >actually fight with the weapon. Maybe 15-20 attempts per use of power >word would be better although we'd need to talk with Hugh about this >one. When you only average around < 60 EPs in the guild, it's better to adventure with even 80 EPs... that's at least a 20 EP difference per turn. 5 turns is at least 100 EPs which is much cheaper than trying to get back 50 or so destiny points. > > >> >> Note that your examples assumes a character is right on the edge of the >> next level. If a character was at 47 wsp... I'd doubt he's ever consider > > The reason I did this is because 25 wsps is the "wall". I was going in >level (5wsps) increments. Also if the character had been at 47 wsps for >the last 3 years (real time), was sitting on 100+ destiny, I think this >power word would be awfully tempting. How many people have 100+ destiny points? There are quite a few who blew a ton of destiny points in the tourney trying to aid their mind walls against all those damn dazes... :) After the tourney, Vanya had something like 40+ destiny points. > >> using this power word. When I said that someone might use it once or maybe >> twice a year at most, I was thinking that the L9+ character would only >> consider it IF and only if he was on the edge to the next level. > > From what I know there are no benefits from going to the next level in >a weapon. The benefits are based on wsps, not lvl. If a character used >it 2-3 wsps ago, then the character would probably use it again. It's >only a little extra destiny (4-6 destiny). Of course if the character >is now happy with their wsps or is getting ALOT of ep on adventures then >maybe they wouldn't. > >> Al >> >> PS. I'm curious, of those who seem to have stopped learning WSPs at L6 or >> so, how many have used different weapons over the course of their career? > > Not quite fair. If the character was stuck at lvl 6 for 2 years real >time then most likely they upgraded to a heavier weapon. For example BB >has been at 25 wps since about 700 pl (1500+ now). Eventually his >strength will be high enough to use heavy weapons (probably about 2000 >pl). If he isn't even close to lvl 7 by then it would probably be >better to upgrade to the heavy weapon. It does more damage and he can >get it to 25 wsps in about 7-8 turns. If it's a tossup between >sacrificing 2-3 wsps for a weapon that does 3 times the amount of damage >then of course I'll take the heavy weapon. However if he were gaining >wsps and got to lvl 7-8 by 2000 pl then I definately wouldn't change. >It's not that characters aren't gaining wsps because they changed >weapons, it's that they changed weapons because they aren't gaining >wsps. :) > > Todd >***** If you didn't chop off the rest of my note, you would notice that I wasn't trying to make a point. I was asking what other people observed... My own observance is that sure, Vanya's got L10 broadsword... but after she reached that and started to work on the buckler only, it became very hard to get WSPs past 20. Al - ------------------------------------------------------U-------------------- U R N N D T I Signature E S C C R O T O - ----------------------N---------------------------------------------------- ***** ------------------------------ End of V1 #3 ************* ***** Up