#5138
Cap all roles’ skill for clubs at Basic. There is no such thing as being skilled in a weapon whose essential use is “swing at opponent hard”.
Cap all roles’ skill for clubs at Basic. There is no such thing as being skilled in a weapon whose essential use is “swing at opponent hard”.
Because giving Cavemen a way to get good weapons makes the role less differentiated, and because the roleplay experience of a Caveman is perceived to be best when using a club, they should be restricted in nearly all weapons except for the “caveman basics” such as club, spear, sling, and boomerang.
It might be necessary to make them exempt from getting their skill unrestricted by their god, because if they could still do that, most players would probably just use the same old artifacts at Basic skill, again hurting the role’s differentiation.
Forcing them into using primitive weapons might make them interesting by virtue of incentivizing using attack wands much more to deal with threats; an interesting gameplay change would be for cavemen to get more uses out of attack wands than other roles, but that would make little flavor sense.
Of course, this would require their quest artifact to be changed to either a non-weapon or to one of the types of weapons they are allowed to use.
Cavemen should be able to use flint stones to “enchant” clubs, and maybe spears, by embedding them in the club to make it spiky. Their starting flint stones would have to be removed, though, to stop them from immediately getting a club at +7 or whatever the limit of adding flint to it would be. Alternatively, don’t remove it, and make the starting club +7.
Another option is to use obsidian stones for turning a club into a higher-damaging “spiked club” or macuahuitl, and to avoid the issue of obsidian simply not randomly generating in some games, it could be guaranteed to appear at Mines’ End or certain other points in the Mines.
Add a crafting system, but only Cavemen can use it since in real life no one was manufacturing gear and they had to make things themselves. Examples of this include:
Cavemen should be able to enhance club skill to Grand Master.
Cavemen should start the game with an aklys instead of a club.
Kicking a tree should sometimes knock off dead branches (represented in-game as a few clubs). It should be implemented as a third type of tree looting, with its own looted flag, making it non-repeatable on the same tree.
Attacking with a boomerang in melee should use the club skill rather than the boomerang skill.
Applying a leash to a club creates an aklys.
Artifact club The Pool Cue: it has the same damage as a regular club but causes several tiles of knockback to anything it hits.
Tourists can get Basic skill in club due to having played baseball and being familiar with bats, and Skilled in riding because riding is a popular tourist attraction.
Cavemen wielding clubs get damage bonuses that increase with their skill in club, to make up for clubs’ awful damage.
Clubs may stun monsters that they hit. Perhaps the chance increases with skill, such as 0% unskilled, 10% basic, 20% skilled, 40% expert.