Author Topic: What default FRUA changes do you make?  (Read 3612 times)

Avin

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What default FRUA changes do you make?
« on: December 31, 2009, 05:31:47 PM »
As I was going through making some changes to my FRUA module I started wondering what changes other people tended to make the most and what ones are usually accepted as a standard by the FRUA community. For example one of the first changes I did was to make sure that Rogues actually have saving throw values. After that I went in and changed the Thac0 tables slightly because I've never liked that Fighters, Paladins and Rangers thac0 improves by 2 points every 2 levels and set it for 1 point every level. Then after that I remove the exp caps for non-humans.

Are there any changes out there that you feel must be made? Any changes that you feel should never be made?

Offline Vix

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Re: What default FRUA changes do you make?
« Reply #1 on: December 31, 2009, 05:47:13 PM »
Assuming you meant for a fresh-made design of my own, and not tricking out a previously made one ...

Well, I've not actually made my own design yet ... >_>

Thief saves
Remove demi-human level limits
Change up racial class limits
Remove as much treasure XP bonus as possible
Remove password
Use monster fix, if using most base monsters

Offline Rendclaw

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Re: What default FRUA changes do you make?
« Reply #2 on: December 31, 2009, 06:41:44 PM »
I'm curious, how do you do such things? The good thing about Ray Dyer's designs is that I think he did most of the things being discussed.

Offline nologgie

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Re: What default FRUA changes do you make?
« Reply #3 on: December 31, 2009, 07:54:26 PM »
I'm curious, how do you do such things? The good thing about Ray Dyer's designs is that I think he did most of the things being discussed.

It's discussed briefly in this thread.

I have several UA installations which I use for experimentation. The easiest way to create a 'persistant' hack, is to delete your DEFAULT.DSN directory, then run HackCKIT, FRUA98, or any other hacking program directly. (Do not run UAShell while performing these hacks.) When you run UAShell afterward, it will use your hacked files as the standard, and copy them as backups.

I do most of the stuff Vix does, except for the treasure XP. I also modify the weights in the items.dat file to more accurately reflect historical/replica equipment. Some are pure conjecture. The fact that a FRUA Wand of Magic Missiles weighs the same as my 12 guage pump shotgun has an eerie congruency on a certain level, but I still envision the wand as being lighter, so I adjust it accordingly.
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Avin

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Re: What default FRUA changes do you make?
« Reply #4 on: December 31, 2009, 08:06:32 PM »
Ya, I was talking about a fresh made design of your own for the changes you make.
Also kind of interested in changes that you'd shun other designs for using.

I've thought more than once about adjusting the XP from magic items but I finally decided not to as a big part of your exp in 1st edition pen and paper was from the loot you were getting and less from what you were killing.

I don't recall seeing anything about the monster fix. Could you expand on that some or throw a link to a thread that talks about it?

Offline Vix

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Re: What default FRUA changes do you make?
« Reply #5 on: December 31, 2009, 10:49:28 PM »
I always mentally equivocated weight to include a bulk factor, or a fragility factor.

Back in the day, before I ever saw "Tetris inventory" in a video game, our rp group experimented with graph paper to help simulate bulk along with weight of our carried items. I do not recall our specifics, but a belt pouch was something like 6 squares (2x3), while a standard backpack was something like 20x30 and sacks were like 8x10.

It was kind of fun for a short while. A very short while. We then basically scrapped keeping track of weight and bulk to help speed things up ... except for obvious cases. "No, you cannot take that 20' tall, 450 pound statue with you!"  I think we also had some loose rules about carrying armor sets.

Eventually we settled on a loose, rounded weight system that only considered armor, weapons, gear over and above some minimum amount (like 3 extra coils of 50' hemp rope, etc), and bulky treasure and coins.

Also, I forget the name of the monster fix but i know there was a thread, or part of a thread, on it somewhere. I'll look later.

Offline nologgie

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Re: What default FRUA changes do you make?
« Reply #6 on: January 02, 2010, 12:17:51 PM »
Ya, I was talking about a fresh made design of your own for the changes you make.
Also kind of interested in changes that you'd shun other designs for using.

I've thought more than once about adjusting the XP from magic items but I finally decided not to as a big part of your exp in 1st edition pen and paper was from the loot you were getting and less from what you were killing.

I don't recall seeing anything about the monster fix. Could you expand on that some or throw a link to a thread that talks about it?

I can't recall ever shunning a design due to hacks.

The monster fix I use is the one built by Darius Whiteheart. It is discussed in several UA newsletter articles, and this one has the download link. It contains both corrected monster stats and updated combat icons as voted on by the UA community. They can be used to modify the basic UA installation, or to distribute with a module.
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Offline Ben J

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Re: What default FRUA changes do you make?
« Reply #7 on: January 02, 2010, 02:35:55 PM »
Is there an easy way to drop the "thief saves" and "level limits"-hacks into a pre-existing design, without changing a lot of other stuff?
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Offline Vix

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Re: What default FRUA changes do you make?
« Reply #8 on: January 02, 2010, 03:17:50 PM »
I suppose a diff.tbl could be made with the thief saves and level limits stuff, and then just simply add it to any existing diff.tbl.

Other wise, you could use CKITHack to easily change them.

Offline ProphetSword

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Re: What default FRUA changes do you make?
« Reply #9 on: January 02, 2010, 03:35:54 PM »
Is there an easy way to drop the "thief saves" and "level limits"-hacks into a pre-existing design, without changing a lot of other stuff?

Ditto.  Because that would be great.
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Offline hans

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Re: What default FRUA changes do you make?
« Reply #10 on: January 02, 2010, 04:47:27 PM »
Is there an easy way to drop the "thief saves" and "level limits"-hacks into a pre-existing design, without changing a lot of other stuff?
 

If the design already includes a Diff.tbl, I wouldn't make any new Ckit changes until after I've played it once. 

If there is no Diff.tbl, hence no Ckit hacks, then it wouldn't make any real difference to add a Diff.tbl with those changes.  I don't know of any author who has incorporated the existing "thief saves" bug or the default level limits as a significant part of their game.

Offline nologgie

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Re: What default FRUA changes do you make?
« Reply #11 on: January 02, 2010, 05:07:51 PM »
Double-ditto. Run HackCKIT through UAShell, but don't use DosBox. HackCKIT & UAShell will add the needed lines to your existing diff.tbl, or create one if you don't have one yet.

Or, if you prefer, use the attached diff.tbl for corrected thieves' saving throws and removal of level limits.

To add it to an existing diff.tbl, open it with a word processor (notepad, etc.) and copy the full lines (not the single zero line) to your clipboard. Next, open your design's diff.tbl, and paste the copied block into the existing table.

The entries need not be in numeric order, but they must follow the format of <address> <value1> <value2>, with one space between each entry, and no leading or trailing spaces. The last line must consist of a single zero followed by a return.
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Offline Ben J

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Re: What default FRUA changes do you make?
« Reply #12 on: January 03, 2010, 02:37:13 PM »
Great, that's exactly what I was looking for!  :)

I will try to apply this, but I think I'll follow hans' advice and only apply it after I've made sure everything else runs smoothly.
« Last Edit: January 03, 2010, 02:52:51 PM by Ben J »
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Offline Iranon

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Re: What default FRUA changes do you make?
« Reply #13 on: January 12, 2010, 04:04:47 PM »
I'm using my own base which includes...

level limits similar to the most generous options in 2nd edition dmg
monk class (rather butchered since i hate having to use external trainers, but monks went through so many different versions that I don't care)
bard class (mostly a ranger with invisible wizard levels, at the cost of never getting multiple attacks)
thief saves
a few new events (peekaboo, special ability)
different monsters
extended monster editor screen (with additional specabs and so on... i think i cribbed this off curse of the fire dragon).
extensive spell hacks (damage caps, about 2 dozen formerly useless spells subverted for something more practical)
item hacks (most interesting things from the dmg i could model reasonably well... holy avengers, staff of striking, staff of the adder and so on.
zillions of other things since i tweak it pretty much any time i see something cool in a design and the creator gave permission to mutilate their baby

Offline Ben J

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Re: What default FRUA changes do you make?
« Reply #14 on: January 23, 2010, 03:54:44 PM »
Thief saves
Remove demi-human level limits
Change up racial class limits

For my game, I wanted to remove all level and class limits, so everyone can become everything up to level 40.

However, HACKIT caps the number of available classes per race at 13. Even without using the Monk and Knight classes (who aren't available in the character creation menu ayway), that leaves out two (multi-)classes per race.
Why is this? FRUA space restrictions?

If there's no way to change this, I think I'll do it the way it's done in the screenshot - make humans and half-elves the only ones who can multi-class.  ;)
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