Hi all -
Question about MOB stats (specifically shopkeepers)
How high does DEX need to be set on a store keeper mob? Or should we just max it (is there a max?)? At the same time, should we set the stats on unique mobs to realistic levels, or should we make them higher than normal to compensate?
While I am asking about the dex on shopkeepers, I am interested in any suggestions about MOB stats in general as well.
Thanks in advance
-S
Settings stats on MOBs
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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
You should set stats on mobs normally (I am not sure what you would want to compensate for).
As for shop keepers, (unless I'm mistaken), their Dex is not taken in consideration to determine how many items they can carry, so you can give them a normal Dex value without bothering about them being able to carry all the things they are supposed to sell.
As for shop keepers, (unless I'm mistaken), their Dex is not taken in consideration to determine how many items they can carry, so you can give them a normal Dex value without bothering about them being able to carry all the things they are supposed to sell.
This is from the builders lessons pages :Dalvyn wrote:You should set stats on mobs normally (I am not sure what you would want to compensate for).
As for shop keepers, (unless I'm mistaken), their Dex is not taken in consideration to determine how many items they can carry, so you can give them a normal Dex value without bothering about them being able to carry all the things they are supposed to sell.
For a mobile who is going to be a shop keeper give them a high dexterity so they are not to limited in the number of objects they can hold.
Hence my above question. How high is enough?
As for what I mean by compensate is that, since I can't control the "intelligence" of a mobs attack (at least not without alot of coding), and most mobs are not decked out in layers of magic armour/swords (even though realistically a High Priest of a temple probably would be), its often seen to raises the stats higher than normal to compensate (and act as a deterent)?
On the builder lesson pages:
A high dex and luck will reduce the chances of the mobile fumbling his weapon.
I have an elite fighter in my area who should almost never fumble his weapon. How high do I have to set his luck and dex to ensure this? How high is too high that he is too good? Or is this controlled by skill level (which from my other threads it is noted is controlled by MOB level) in that if I make him level 50 he will be GM at grip and almost never fumble??
Cheers
-S
I would advise not to get too hung up on making your elite fighter never fumble and such. I don't make policy, but pumping up stats ridiculously just to make a mob never fumble and be immune to disarm is excessive. The thing you can do that will make a mob most challenging is to equip it fully in armor, and give it a weapon. Or two. The pure fact that the pc is more likely to damage his weapons and get his armor damaged is a great deterrent. There are many items available in the waterdeep vnum range that any builder can use, and it includes many items of armor and lots of weapons, so you needn't use your own.
Coding fight programs really isn't all that difficult, though programming it to respond to specific classes would be complicated. Toss in liberal disarm attempts, maybe a bash if the mob has a shield. Some punches, and a pithy insult or two. It'll be better than nothing.
I know there's been discussion on fight programs before as to how often a given percentage will trigger. You may have to experiment some.
Coding fight programs really isn't all that difficult, though programming it to respond to specific classes would be complicated. Toss in liberal disarm attempts, maybe a bash if the mob has a shield. Some punches, and a pithy insult or two. It'll be better than nothing.
Code: Select all
>fight_prog 5~
if rand(25)
spit $f
sayto $f All your bases are belonging to me!
else
if rand(33)
disarm $f
else
if rand(50)
punch $f
else
bash $f
endif
endif
endif
~
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A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
This seems a good place to ask a few of my own questions.
With most areas, do mob levels have to be consistant, or can there be a good mix? For example, the generic ground troops of around level 25-30, and the elites which rank around 45-50?
Best example I can come up with is from Diablo 2 - every now and then you'll wander into a fight where the generic troops (Rouge Archers) are about, and also an Elite (Cats the Destroyer) who is a rouge archer on steroids. My idea was to have a fairly liberal spread of the generic mobs, and have a handful of elite's wandering around as well - probably escorted by two or so generics.
So the question is, are areas supposed to be level-ranged (ie: suitable for levels x to y) or can they be x to y, with occassional Z? Elite's aren't necessarily the unique head honcho mobs of the area either - just veterans, I suppose.
Another question this brings up is a henchman system. Is it perfectly alright to have my Elite and his four henchmen move rooms as a group, and add progs to have the henchmen rescue the elite if attacked or other variable circumstances? This is instead of a program to load other mobs when attacked.
With most areas, do mob levels have to be consistant, or can there be a good mix? For example, the generic ground troops of around level 25-30, and the elites which rank around 45-50?
Best example I can come up with is from Diablo 2 - every now and then you'll wander into a fight where the generic troops (Rouge Archers) are about, and also an Elite (Cats the Destroyer) who is a rouge archer on steroids. My idea was to have a fairly liberal spread of the generic mobs, and have a handful of elite's wandering around as well - probably escorted by two or so generics.
So the question is, are areas supposed to be level-ranged (ie: suitable for levels x to y) or can they be x to y, with occassional Z? Elite's aren't necessarily the unique head honcho mobs of the area either - just veterans, I suppose.
Another question this brings up is a henchman system. Is it perfectly alright to have my Elite and his four henchmen move rooms as a group, and add progs to have the henchmen rescue the elite if attacked or other variable circumstances? This is instead of a program to load other mobs when attacked.