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Aminet 41
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Aminet 41 (2001)(Schatztruhe)[!][Feb 2001].iso
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oangband.lha
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Oangband050b
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boptdesc.txt
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=========================== Character Birth Options ===========================
Certain options must be set during or before character creation. If
they are changed for an existing character, there is no effect except
to change the default for that character's descendants.
Other option sets are described in their own documentation file.
=== Option Set 5 -- Birth Options ===
Point Based (Default - OFF):
Point based character creation allows you to skip 'rolling
for stats' altogether. Instead you have a limited number of
points with which you can 'buy' points in various stats.
Higher stats cost much more than lower ones. Leftover points
are converted into extra starting money.
Auto Roller (Default - ON):
If you do not use point based character creation, this option
will allow you to specify minimum stats. Characters are
generated until one is found to meet your requirements.
Stats are linked in the rolling process, so that each high
stat makes the next one less likely to be very high. It may
be impossible to generate a character with multiple high
stats specified.
Maximize (Default - ON):
Deciding to play a game in maximize mode turns all racial and class
bonuses and penalties to stats into permanent modifiers. Thus, a
Half-Troll Warrior in Maximize mode would have a maximum possible
Strength of 18/190 before equipment bonuses, but only 18/40 maximum
innate Intelligence. In Oangband, maximize mode is strongly recom-
mended for all race and class combinations for the sake of realism.
Preserve (Default - OFF):
Selecting Preserve mode makes it possible for artifacts to reappear
if generated but not discovered, but eliminates all the handy
"special" feelings (see the help file "dungeon.txt"). In Oangband,
non-preserve mode can actually be useful.
Random Hitpoints (Default - OFF):
The option specifies that your character will receive a random number
of hitpoints with each level. Otherwise, you will receive an average
number of hitpoints with each level. In the case of a fraction, the
actual number of hitpoints alternates with each level.
Expected average hitpoints are the same by either method. Both
methods are further guaranteed to give very similar totals for high
level characters. Neither randomizes hitpoints at first level. The
hitpoint bonuses/penalties for high CON are never randomized.