|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				December 26th, 2008, 07:50 PM
			
			
			
		 |  
	| 
		
			
			| 
 Corporal |  | 
					Join Date: Jan 2008 
						Posts: 143
					 Thanks: 6 
		
			
				Thanked 8 Times in 6 Posts
			
		
	      |  |  
    
	| 
				 Strength functionality 
 Considering all the clever people frequenting this forum I'm sure this has been subject to discussion already, but I've been thinking about the Strength stat lately.
 Shouldn't a strong character logically have an easier time wearing heavy armor? Maybe encumbrance could decrease 1 point/4 points of strenght over a certain value (10?) or something?
 |  
	
		
	
	
	| 
			
			 
			
				December 26th, 2008, 07:53 PM
			
			
			
		 |  
	| 
		
			
			| 
 Corporal |  | 
					Join Date: Nov 2007 
						Posts: 132
					 Thanks: 1 
		
			
				Thanked 20 Times in 7 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 that would make sense.  woudl have to set some scaling rules, as larger units (like giants) also have larger armor, so their higher str wouldn't makeit any easier.  but it would make sense for units with high str for their size to have an easier time wearing heavy armor, and dominions is full of things that are complicated but make sense. |  
	
		
	
	
	| 
			
			 
			
				December 28th, 2008, 07:43 AM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Sep 2003 Location: Eastern Finland 
						Posts: 7,110
					 Thanks: 145 
		
			
				Thanked 153 Times in 101 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 Strength and Encumberance are independent. Agarthans are strong, but they all look as if they are out of shape. Ulmish troops are stronger, but have normal encumberance, while Machakans have normal strength but lower encumberance. 
 Strength-increasing magical effects are a different story; just look at Girdle of Might (gives reinvigoration).
 It would be nice to have certain magic items and perhaps even spells to lower the affected units' basic encumberance by 1. On one hand, it wouldn't be fun if any enc 4-or-less commander could get to enc 0 with a few items, but on the other hand all undead get enc 0 for free.
 |  
	
		
	
	
	| 
			
			 
			
				December 28th, 2008, 10:09 PM
			
			
			
		 |  
	| 
		
			
			| 
 Major General |  | 
					Join Date: Mar 2007 Location: Seattle 
						Posts: 2,497
					 Thanks: 165 
		
			
				Thanked 105 Times in 73 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 
	Quote: 
	
		| 
					Originally Posted by Endoperez  On one hand, it wouldn't be fun if any enc 4-or-less commander could get to enc 0 with a few items, but on the other hand all undead get enc 0 for free. |  Why would it be a problem if a 4-or-less commander could get to enc 0? You don't get the benefits of enc 0 (ignoring enc entirely) unless you are naturally enc 0. For instance, if you are enc 1 but have four stars, you are enc 0 for normal melee combat--but in swamps you are still enc 2, and if you are wearing heavy armor you also go back to positive enc.
 
-Max
				__________________Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
 Quick Ben - "lol pwned"
 
 ["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
 |  
	
		
	
	
	| 
			
			 
			
				December 28th, 2008, 09:24 AM
			
			
			
		 |  
	| 
		
			
			| 
 Corporal |  | 
					Join Date: Jan 2008 
						Posts: 143
					 Thanks: 6 
		
			
				Thanked 8 Times in 6 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 There's no real stamina stat, so I figured sort of included both. Also, there's no strenght restrictions for use of specific weapons or armor, so I figured strenght of that kind wasn't relevant.
 Could be interesting to have some weapons that require your strenght to be above or below a certain amount. For example there could be a maul that can't be used with strenght below 15, and a rapier that can't be used by units with strenght above 15.
 |  
	
		
	
	
	| 
			
			 
			
				December 30th, 2008, 09:12 AM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Nov 2003 Location: Finland 
						Posts: 250
					 Thanks: 19 
		
			
				Thanked 13 Times in 8 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 Not needed. Encumbrance is important and strength varies too much with magic and experience. |  
	
		
	
	
	| 
			
			 
			
				December 30th, 2008, 11:29 AM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Feb 2007 
						Posts: 5,463
					 Thanks: 165 
		
			
				Thanked 324 Times in 190 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 It does sound a bit too fiddly to be worth it. Well no changes like this are ever going to happen in dom3 anyway -shrug- |  
	
		
	
	
	| 
			
			 
			
				January 1st, 2009, 08:16 PM
			
			
			
		 |  
	| 
		
			
			| 
 First Lieutenant |  | 
					Join Date: Aug 2007 Location: UK 
						Posts: 792
					 Thanks: 28 
		
			
				Thanked 45 Times in 31 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 Items to reduce encumbrance are possibly a little redundant when reinvigoration exists. I appreciate it's not precisely the same thing, but the general end result is very similar. |  
	
		
	
	
	| 
			
			 
			
				January 1st, 2009, 09:21 PM
			
			
			
		 |  
	| 
		
			|  | 
 Lieutenant General |  | 
					Join Date: May 2008 Location: Utopia, Oregon 
						Posts: 2,676
					 Thanks: 83 
		
			
				Thanked 143 Times in 108 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 
	Quote: 
	
		| 
					Originally Posted by Agema  Items to reduce encumbrance are possibly a little redundant when reinvigoration exists. I appreciate it's not precisely the same thing, but the general end result is very similar. |  The end result would be identical - if it weren't for the dynamics of Quickness.  A Quickened unit would gain double the benefit from Encumbrance Reduction, that they would from Reinvig.  I think there's a pretty good balance existing, between the benefits of Quickness, and the Fatigue issues that it causes - if you made it too easy to ameliorate Fatigue gain, then it would destroy that balance. |  
	
		
	
	
	| 
			
			 
			
				January 2nd, 2009, 12:02 AM
			
			
			
		 |  
	| 
		
			
			| 
 Major General |  | 
					Join Date: Mar 2007 Location: Seattle 
						Posts: 2,497
					 Thanks: 165 
		
			
				Thanked 105 Times in 73 Posts
			
		
	      |  |  
    
	| 
				 Re: Strength functionality 
 And reinvig/exhaustion matters more than reduced/increased encumbrance for units which aren't in combat continuously (like guards around a mage).
 -Max
 
 P.S. Sometimes I give a thug a forged shield or armor specifically to reduce him to negative net encumbrance. Luck Shields and Vine/Eye Shields, and Shrouds of the Battle Saint, are particularly good.
 
				__________________Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
 Quick Ben - "lol pwned"
 
 ["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
 
                 Last edited by MaxWilson; January 2nd, 2009 at 12:05 AM..
 |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		
		 Hybrid Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |