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Add an external option to enforce stat caps and set it for core game #83001
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I think 24 is better because certain CBMs(passive stat increase +2) and artifacts(passive stat increase maxium +4) would totally end up being useless to a 20/20/20/20 character, mutations at least comes with additional features even if they can't increase the stat. |
Related to Gimy's comment. Slime mutants will likely hit this cap by default simply by mutating the Distributed Neurology mutation when combined with any other intelligence increase and / or simply starting with >= 10 Intelligence at character creation. |
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External option is the way to go for mod support.
Only other thing I would suggest is making it a cached option. A character's stats can be checked or redrawn several times in one turn, just for one character! There could be many characters (NPCs) needing so each turn...
For the STR attribute, this limit seems too easy to exceed. Bears provide nearly a +10 STR bonus. If I have a CBM equipped and am holding an artifact, even with a base attribute of 8, I can easily hit the attribute cap, which ends up limiting the stats I should rightfully gain. |
Activating hydraulic muscles gives 20 STR by itself. The base limit might need to be higher, as it currently cannot account for high but short-lived stat boosts. |
Maybe we can not apply limit to stat increase caused by CBM or artifact? They don't have meaningfull impact on gameplay unlike mutations or bonus from mods. |
That's not a reasonable approach. The cap is meant to be a cap, making exceptions would defeat the purpose. It would also require the sources of each modifier to be tracked, which is not reasonable. |
Perhaps limiting the stat in the chargen menu to be 15 like how it was in the point system days is a better way to solve this problem rather than increasing the cap or allowing an exception. |
Or you could just leave the cap as the cap regardless of buffs and accept that if a player is already a walking hydraulic bear at the stat cap and chugs a bottle of muscle milk special blend, they don't get any bonus. Its not any more reasonable to design a stat cap around "well what if the player stacked every possible buff". Stat caps are to prevent them from breaking the game, so at some point you have to be telling the player "no" regardless. |
"It's possible to exceed the cap" is not an argument in favor of increasing the cap, it's the reason we need a cap. These stat increases are for the most part not intended to stack, if you give a bear mutant a human-scale augmented muscle CBM, that should not stack with the improved strength from being a bear mutant in the first place. |
It is also possible that some things that give stat bonuses right now might instead give specific effects that are more narrow in scope. |
Would it be possible to have separate caps for each stat? For example, MoM has reason to have higher caps on Strength/Dexterity/Perception, but nothing in MoM increases Intelligence at all. |
Yea I didn't have a use case, but if you do I can break it down. |
I'd limit it to around 30. This value seems like a happy medium between doubling mutations and endless stacking on all sorts of artifacts without having to track the different bonus types like in a pathfinder. Thank you so much for setting this value in an easily editable json file, i am very grateful for this. |
To be clear to mod authors, the reason this is in draft is so I can incorporate your picks for max stats in your mods without you having to rush to fix it in a follow-up PR, so tell me what you want it set to and I'll add it. |
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For MoM: Strength/Dexterity/Perception: 35 No override value set for Intelligence |
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25 could be cleaner than 20 for several reasons.
Basically, you can hit 20 stat without doing anything minmaxy by just playing the game normally, so it might be too low. |
The point of a cap is for it to kick in as the game is played. Someone who is already very strong shouldn't have the incentive to double down on strength mutations. It's the weaklings that are better serverd by leaving their natural bodies behind.
Having Slime give bonuses that aren't straight INT but rather more targeted bonuses would be an alternative. There is no need for the caps to keep every single game interaction and balance factor as they now stand unaltered. |
Mutations should logically be multipliers on pre-existing body capabilities. An already strong human body could sustain more blob-induced hulk muscles than a weak one. I don't think it makes sense for mutations to equalize characters in such a way. |
Starting character stats are not "selecting a storytelling fantasy" in dda, they're simply choosing the initial state of the character. As for how mutations "should" work they very definitely are intended to replace existing physiology rather than augment it, but making them additive is a compromise because we want different mutations to stack with each other. |
Since Magiclysm has species with different base stats(ex. dwarves have +2 str/-1 dex), is allowing specie-type mutations to alter the cap to reflect never being on a human baseline to begin with against the intended purpose of the PR? |
That would be a question for Magiclysm's maintainer. |
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Auto-requesting reviews from non-collaborators: @Standing-Storm
At the moment I think both Xedra Evolved and Magiclysm should be set to 35 and I'll see how that handles. This cap includes intelligence. |
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I think unless I’ve missed something this is a possibility, for a followup PR. Though we do want to make sure we avoid racial determinism. I think that can be managed though |
Unless @John-Candlebury feels otherwise I think Aftershock can do 25 on each stat |
I should note that the issue isn't game balance as such, but that the stats aren't designed to be arbitrarily high. It's not that 40 STR is making the player too strong and potent, rather that at that level the math isn't checking out anymore. |
Yes, this isn't a balance change per se, this is making something that was poorly specified better specified so we can even do balance consistently. |
Summary
None
Purpose of change
DDA systems are not designed around characters having arbitrarily high stats. These very high stats cause breakage on a fairly regular basis and should be avoided.
Describe the solution
Add an external option setting the cap to 20 and apply it in character::get_() methods.
When this topic has come up before I've gotten feedback from mod maintainers that they don't want the same cap as core DDA, which is totally reasonable.
Describe alternatives you've considered
I'm not 100% on 20, but that's a good starting point. Lower is pretty much not happening, slightly higher might work, but not by much.
I very briefly pondered a separate cap for each stat, but I'm not aware of any use cases for it.
Testing
Spawned a character, debugged stats above 20, saw that the character dialog showed 20.
Additional context
Leaving this in draft because I want mod authors to have a chance to requests different limits for their mods, there's no rush.
If you have feedback about increasing the cap, please explain with examples why it's beneficial for it to be higher, "I want it higher" isn't compelling.