Per suggestions in the thread, I've renamed a few items (scroll/wand of jailing) and added a couple artifacts (Nethack swords)
I still like better the idea of choosing class first, and then alignments be rolled at random. Just like in a BYOR, you send your role first. It would also allow people to say right during sign ups: "in, random class," or "in, class sent", defaulting people to random for anyone who didn't send one once signups complete. This saves you some waiting time. Also, you should include the perks for choosing random.
I want to see how it runs with players picking when they know their alignment for the first game. After that, we'll see. Also, Random will be an entry on the class list, reading like this:
Random: Your class will be chosen randomly, or at the mod's discretion for balance. As a bonus, your random starter item will be upgraded a rarity level. If your class does not have a random starter item, you will get a random common. 5. The odds for receiving an item are as follows: 65% common, 25% uncommon, 9% rare, 1% artifact. Rarer items tend to have a greater effect.
You ran some simulations earlier on the thread, can you run a couple more to discuss? It now seems to me that with ten players, there's a 10% chance of an artefact, and almost certainty of a rare, being generated each night, which sounds a bit high. I'd think there shouldn't be more than one or two artefacts per entire game. People who know about balance may want to weigh in on this.
Good idea. One point- ten 10% chances is actually ~65% chance of happening, not 100%.
To determine the odds of something happening at least once over several chances, it's easiest to determine the odds of it not happening and subtracting that from 100%. In your example, to determine the odds of a rare or artifact drop (10% chance) happening at least once over 10 tries:
Odds of it not happening each try: 90%
Trials: 10
Odds of it not happening over 10 trials: (0.9)^10, or 34.87%
Odds of at least one artifact or rare drop over 10 drops: 65.13%
Assuming a 13 player game with no kills and protections, you'd have 12 items the first night (after a lynch), then 10, 8, 6, 4. (2 wouldn't happen as that'd be game over.) So assuming 40 item generations:
Odds of at least one artifact: ~33%
Odds of at least one rare: ~98%
Expected item ratio: 26/10/3.6/0.4
A couple samples (no names this time):
C
C
C
C
C
U
C
U
C
C
U
U
C
C
C
C
C
C
R
R
U
C
C
U
R
C
C
R
C
R
R
C
R
U
R
C
C
C
C
C
Total: 25/7/8/0
Unusually high rare count.
C
U
U
C
R
C
C
C
U
C
R
C
C
U
C
C
U
C
C
C
C
C
R
C
C
C
C
U
C
R
C
C
C
U
C
A
U
U
A
C
Total: 25/9/4/2
Two artifacts.
Statistically, the expected ratio is better for balancing than the test ones, but they're interesting to see.
7. Once you have three items in your possession, it becomes harder to get more. The odds of questing/checking the public pool of giving you an item past three are 2/N%, where N is the number of items you have.
This sounds good, but a) the hoarder in me would maybe like it a bit higher, like four free, then 3/N after that, but I'm OK either way; b) how would a bag of holding affect this? suggestion: double your chances to get something after the diminishing returns effect kicks in (or maybe just 1.5 chances).
Currently, the bag of holding (rare) removes the limit.