Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucla-cs.ARPA Path: utzoo!linus!philabs!prls!amdimage!amdcad!amd!pesnta!hplabs!sdcrdcf!trwrb!trwrba!cepu!ucla-cs!srt From: srt@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: Unearthed Arcana & Weapon Specializ Message-ID: <6598@ucla-cs.ARPA> Date: Sat, 17-Aug-85 01:21:50 EDT Article-I.D.: ucla-cs.6598 Posted: Sat Aug 17 01:21:50 1985 Date-Received: Fri, 23-Aug-85 07:25:42 EDT References: <752@water.UUCP> <15300004@convexs> Reply-To: srt@ucla-cs.UUCP (Scott Turner) Organization: UCLA Computer Science Department Lines: 19 In article <15300004@convexs> holt@convexs.UUCP writes: > >Rather than eliminate double specialization, why not substitute specialization >for a weapon proficiency gained as a result of level advancement In general, I like this idea. The problem is that for most systems, 90% of the time it doesn't matter what kind of weapon you are wielding. This greatly reduces the effectiveness of picking a second weapon in favor of a 5% bonus in your first weapon. Certainly after two weapons the utility is next to nothing. I'm not a min-maxer, but I don't expect players to choose obviously poor playing strategies, either. Anyone know of a system that makes knowing multiple weapons useful (apart from knowing a missile weapon along with a hand weapon, that is)? Scott R. Turner ARPA: (now) srt@UCLA-LOCUS.ARPA (soon) srt@LOCUS.UCLA.EDU UUCP: ...!{cepu,ihnp4,trwspp,ucbvax}!ucla-cs!srt SPUDNET: ...eye%srt@russet.spud