<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Ragorn:
<B>Str: Affects damage roll and max weight carried.
Agi: Affects armor class and dodge ability, as well as chance to avoid bash.
Dex: Affects shieldblock, parry and bash abilities and hitroll.
Con: Affects hit points (whoa, new concept!).
Pow: Affects spell damage. Higher Pow would factor into the spell damage equasion so that a char having 100 Pow would do significantly more damage than one with 50 Pow. Mana for squiddies as well.
Int: Mem times for wizard classes, chance to search for secrets.
Wis: Mem times for priest classes, ability notch rate.
Cha: Item prices in stores, bard song effectiveness, chance for hostile elementals, healing spell effectiveness.
- Ragorn</B></font><HR></BLOCKQUOTE>
Rags, as far as I know, most of this stuff was already implemented. The effects you mention for str, agi, and con were definitely already in the MUD.
Pow: It definitely should have done more than it did. From what I remember it was of sole use to squids last time around. I like the idea of it affecting spell damage.
Int: Chance to search for secrets being higher would be nice. Not sure if int had any effect on this as it almost always seemed hit/miss no matter what your int was.
Cha: Affecting cleric's healing? Huh? I can't see this being implemented. A cleric's healing skills are just that: skills. They've been learned over a lifetime and are used through a certain procedure, I don't think the effectiveness of healing could ever be related to charisma. As far as I'm concerned, if I'm on death's doorstep and my only chance is a rude, smelly, dwarf cleric, I'll take it. A cleric's powers are granted by his/her gods, not by how pretty he/she is.
I definitely agree that bonuses from stats should be figured out on a per-point basis (sliding scale), however. It is more realistic, but I don't know if it's feasible in the code. I'm just not sure how the stats actually modify abilities, but it should be easy enough to change some of the math... bah

Cha, in addition to allowing a better elemental/creature to be summoned, should dictate how long that pet is around. If you're summoned away from your natural habitat, you'll be more likely to stick around if you like your master.
Also, let's not forget that a new stat is being implemented, according to Miax. How will that play into things? Any guesses on what it will be?
Harthorm/Twiblin
[This message has been edited by Harthorm (edited 02-22-2001).]