On 22.06.2024 01:07, Mandrake wrote:
to me, cavemen are another melee race to go with S, B and V. i would
almost fit knights in there too but low dexterity and low constitution
are a bummer.
In my early days I didn't consider them as melee role, but they are.
And when I started playing them as such I was pretty successful with
them.
The ChatGPT told me that one of the considered negatives of cavemen are
lack of #twoweapon availability.
For those roles that can do efficient two-weaponing it's worth to
train that.
But the chatbot's reply shows IMO a wrong attempt; we should not so
much assume that every proficiency is a given, and not assume any
"missing" proficiency a negative. Better answers would concentrate
on their specific bonuses.
That's not really a negative to me because the to-hit penalty of
#twoweapon means I rarely use it. I'm all about to-hit bonus.
If he would be proficient in two-weaponing it would be worth using it,
but since he can't there's indeed no point in discussing two-weaponing.
The other negative ChatGPT mentioned was a lack of usable weapons.
Again, this is not noticeable in the early game because the club is +1
and the caveman usually starts with 18/03 strength. Maces are available
and also morningstars which is something of a rarity.
Early game needs some weapon management. Later, when you get artifacts (depending on your alignment) there's a couple interesting options.
Also the quest artifact is a weapon (unless that has changed in recent versions) and could be used.
Basically what I'm saying is people are usually down on cavemen, but I
don't see any reason for it.
Their initial gear might not look appealing.
My NH343 ascension statistics show them in the mid range (similar to
my knights), so they don't seem to have the clear advantages that the
other more mundane fighter roles have. Without having done detailed
analysis of their death reasons I suspect that early game cavepeople
may have some more difficulties to survive (if compared to the other
fighter roles)?
Janis
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