Proposal: Pass the roles, please.
Passes 16-0. - Qwazukee
Adminned at 07 Jun 2010 01:24:41 UTC
Create a Dynastic Rule called “Roles” with text
There is a Transient GNDT column “Role” with default value “-” that represents an @‘s occupation. The allowed values are “-”, “Barbarian”, “Priest”, “Rogue”, “Wizard”, “Valkyrie”, and “Tourist”.
An @ with a Role of “-” may set its role to another value and simultaneously change its inventory to match the list of the new role’s starting inventory as described in the Ruleset, unless that @ has already performed this action since the most recent time it died.
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Create a sub-rule to “Roles” called “Starting Inventories” with text
The starting inventories for the non-default roles are:
*Barbarian: 1 +0 two-handed sword, 1 +0 axe, 1 +0 ring mail, 1 food ration
*Priest: 1 spellbook of Protection, 1 +1 mace, 1 +0 small shield, 1 +0 robe, 2 potions of holy water
*Rogue: 1 +0 short sword, 10 +0 daggers, 1 +1 leather armor, 1 lock pick
*Wizard: 1 spellbook of Force Bolt, 1 +0 quarterstaff, 1 +0 cloak of magic resistance, 1 wand of cold
*Valkyrie: 1 +1 longsword, 1 +3 small shield, 1 food ration
*Tourist:30 +2 darts, 1 +0 Hawaiian shirt, 1 expensive camera, 5 food rations
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These are only 6 of the 13 roles that NetHack has, we could add more later, but these 6 give good variety. And, yes, I cut down the starting inventories to a more reasonable size: Weapon, armor, and a few other items in some cases to give the weaker armor/weapon roles something else to do. With this new rule, we would finally have something to do, though there are not yet any ruleset-defined meanings to any of the inventory items. If the combat proposal goes through, priority should be to classify the weapons as melee, ranged, or both (hopefully that’s obvious) and to give them damage amounts (darts should be LOW damage, two-handed sword is HIGH but you can’t use a shield at the same time, etc.). I’m out of proposal slots, but we should make a proposal explaining that weapons and armor can have enchantment values (those +0, +1, etc. that you see). Once the combat system is better-defined, we’ll work out how to put those enchantments to use.
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