Weapons in Crawl tend to be classed as
'better for the strong' or 'better for the dextrous' in their
descriptions. Here is Brent Ross' description of how this works:
Here's some details (not too spoily, it isn't really documented, and
the effect is typically very small):
On a scale of 0-10 (0 being weighted completely to dex, 10 to strength):
Quick Blade 1
Short Blades 2
Long Swords 3
Polearms 3 (mostly two-handed so most often == 5)
Staves 5 (always two-handed (really 3 + 2, see below))
Giant Clubs 9 (always two-handed (really 7 + 2, see below))
Unarmed Combat 4
Unarmed would have been more dexterity based, but we're being nice
to trolls and ghouls here (which are strength based fighters who
have special benefits to unarmed combat).
+1 if the weapon is hand-and-a-half and used two-handed
+2 if the weapon is two-handed
I mention Giant Clubs (and Giant Spiked) sepearately, because all
other weapons are capped at 8 (so a Great Mace is 8). Note that
this means that two-handed Axes and two-handed Maces are equal with
regards to this game mechanic.
As for how these weights are applied (currently, this is gets a bit
spoily... I'll keep the equations out of it):
- take the interval between strength and dex... and consider the
STR AVG DEX
- the effective stat used for to-hit is in the DEX to AVG range
- the effective stat used for to-dam is in the STR to AVG range
- the exact value of that effective stat is calculated using
the above weightings:
effective to-hit stat = AVG pulled towards DEX by the dex weighting
effective to-dam stat = AVG pulled towards STR by the str weighting
(dex weighting = 10 - strength weighting)
Note: the effective stats are always (STR+DEX)/2 apart, so
you can imagine it as a slide... at a 10 strength it's on
STR and AVG, at 0 strength it's at AVG and DEX.
- the effective stats are used in the same way DEX and STR used
to be used (which is rather convoluted). This does mean that
your high stat is effectively reduced from what it used to be...
however, the value of your low stat is raised (so a troll with
a club won't hit for quite as much damage as before, however
he will probably hit considerably more often and that means
he's almost certainly better off than before).
- Note: if you have strength approximately equal to dexterity
then you're effectively unrestricted on choice of weapons...
only those with substanially unbalanced physical stats
have this as a large consideration (trolls really like
big clubs, spriggans really love quick blades)... for others
it might make the effective difference of a few points when
considering long swords vs maces.
Brent Ross (firstname.lastname@example.org)