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Remove Monks' starting weapon choice
Distribute the weapon skill points to fighting (4), dodging (4), and stealth (4). This results in Monks starting with the highest fighting and dodging in the game, and tied for the highest stealth, but no weapon or related skills. Previous rationale for moving to a weapon choice start was that having such a high skill investment into UC disallowed experimentation. But having weapon choice results in Monks playing far too much like weaker Gladiators. This change mirrors the Monks' saved-up piety: starting with high generalist fighting skills is essentially saved up xp to be used toward a weapon of choice, once one is taken from the floor or an enemy. Though many melee characters start by focusing weapon skill anyways, Monks should see a better return on this strategy given that their supporting skills begin at a higher point. Flavor wise, this fits the idea of a monk who has trained their body for health and discipline, but has not studied a particular weapon. Imagine an ascetic stepping foot into the wrong cave, and being thrown into an adventure. Gameplay wise, it gives a truly different starting experience from Fi/Gl/Hu in the starting levels, and it jives corresponds well to the piety gimmick, in that it is a boost to power *once a condition has been met* (finding an altar, finding a weapon). In the majority of cases, this should be a buff. Monks go from 11 skill points total to 12, and skills are at higher levels, which are more valuable. As soon as a monk picks up any weapon, they should be in a better place than old monks. Further, this is a buff in the case that one quickly finds a good weapon which is different from the type chosen at chargen (0 wasted xp). In the first ~30 turns, this is a nerf to survivability, requiring maximal use of the newly buffed dodge and stealth.
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