[MUD-Dev] Re: Levelless MUDs
jacob langthorn
jlangthorn at towertechinc.com
Mon Jun 15 17:52:46 CEST 1998
-----Original Message-----
From: Benjamin D. Wiechel [SMTP:strycher at toast.net]
Sent: Monday, June 15, 1998 3:11 PM
To: mud-dev at kanga.nu
If you think about it, the equations that go along with this are
already
built into the Paladian and AD&D role playing systems. If you
so chose, I
suppose you could use their equations, or you could write your
own based on
what skills/stats you wanted to use. One thing about them,
IIRC, is that
you could have 100% in a skill, but often there were minuses
(were you
shooting while running, did you have the proper tool, etc.).
This seems to
have been an effective way in regular role playing to handle
skills.
> o Remove the level restrictions on eq. This is what the
builders
> objected to the most (see below). I am of the mindset that
levels
> could still be left in place for deciding relative "power"
of the
> eq (and the goodies/bonuses/penalties/etc. which go along
with
> the more desirable eq), but that if player characters no
longer have
> player levels, then there is no level check for using eq:
you
> found it, you can use it.
Okay, call me crazy, but I don't think in 6 years of mud coding
that I've
ever created a piece of equipment that was "level" based.
Strength/skill
based, yes, but I've never said, hey, if you're under level 15
you can't use
this. Having level based eq seems to be a crazy idea to me. If
you think
about it from a real world perspective, most people couldn't use
a
broadsword. Why? Because it's 6-8 foot long and quite heavy.
Likewise,
fine, okay, you can pick it up. Great, do you have the agility
to swing it
effectively? What about strategic/tactical expertise with it?
Those strike
me as stats/skills. Sure, if a 10 year old had the strength and
agility and
desire, they could get to be darn good with one quickly. But
what does age
have to do with it? A 50 year old man doesn't have as much hope
of doing
what a 10-20 year old would with a broadsword. As for what
damage a weapon
would cause, that could be handled by values such as mass, or eq
strength
(ie., likelyhood of it being of a stronger material than your
opponent's
weapon).
> o Give players who wish to not killkillkill something else
to do, which
> represents well-spent time. Player houses, quests, let
them run a
> city, RP, etc.
I agree with this. Why not let them open up shop and make money
off the
adventurers. A good shopkeep could make a heck of a lot of
money in
trading. Soon enough, if he makes enough money, perhaps he buys
some
guards/mercenaries, and before long he's lord of the land.
Definitely
should be bonuses for brains over brawn. =)
>Essentially, levels are being used for two things:
> 1. Determining when you can learn a skill
How 'bout you can always learn a skill, but based on your stats
and
profession, you have a predisposition towards some skills rather
than
others. For example, I have a disposition towards being
excellent with a
computer, and my brother is more attuned with his creative side,
more of an
artist/athlete. What determines when I can learn a skill irl
depends on
what knowledge and experience I already have, and what
prerequisite skills I
already posess.
> 2. Determining when you can use eq
As stated above, based on your stats/skills.
>> How do you expect the playerbase to react?
>
>If it's anything at all like the staff members I've merely
MENTIONED this
>to, as a possible *consideration* - with great bouts of
gnashing of
>teeth, and with feelings of betrayal. And that's without even
speculating
>aloud, what a change like removing levels would entail. Bleah.
Check out the Paper RPG Role Master (one of the best IMHO) by
IronCrown it uses a system vary similar to the one above. Any Character
can learn any skill. It just cost more if the skill is better suited for
a different class. It also allows any one to use any Item, but your
chance of succes is related to both skill and stat. Just a place to see
how it is done on paper.
More information about the mud-dev-archive
mailing list