[MUD-Dev] Levels versus Skills, who uses them and when.
Till Eulenspiegel
choke at sirius.com
Tue Dec 29 10:57:50 CET 1998
"All skill-based systems are level based. It just takes a pendant
and a magnifying glass to find them." J Lambert.
I've heard this argument before, and I wonder how many people agree
with this sentiment?
I differentiate level and skill systems based on whether the player
gains HPs as they achieve more power as one of the prime measures.
Sounds like an odd yardstick but it works pretty well.
ObFavoriteExample:
My favorite example of a level and skill system thus far has to be Legends
of Kesmai. They employ a hybrid skill/level system that uses training,
practice and experience.
The player 'buys' training which is applied to future experience. Each
point
of exp gained is matched by one point of training - so a trained player
earns twice the exp of an untrained one (or this is how we think it worked).
ObLeastFavoriteExample:
Well I have lots of least favorites, but UO is an easy target, with
ambiguous
character advancement and the lack of penalties for using dexterity skills
in platemail (or magery in platemail).
I'd like to hear what other people have observed in this quarter.
----- Original Message -----
From: Jon A. Lambert <jlsysinc at ix.netcom.com>
To: <mud-dev at kanga.nu>
Sent: Sunday, December 27, 1998 23:14
Subject: [MUD-Dev] More Laws
>All skill-based systems are level based. It just takes a pendant
>and a magnifying glass to find them. - me (Usenet May '98)
>
>--
>--* Jon A. Lambert - TychoMUD Email:jlsysinc at .ix.netcom.com
*--
>--* Mud Server Developer's Page <http://pw1.netcom.com/~jlsysinc>
*--
>--* I am the Dragon of Grindly Grund, but my lunches aren't very much fun,
*--
>--* For I like my damsels medium rare, And they always come out well done.
*--
>
>--
>MUD-Dev: Advancing an unrealised future.
>
>
More information about the mud-dev-archive
mailing list