[MUD-Dev] Re: Levels versus Skills, who uses them and when.
J C Lawrence
claw at kanga.nu
Sun Jan 3 22:37:27 CET 1999
On Tue, 29 Dec 1998 10:57:50 -0800
Till Eulenspiegel<choke at sirius.com> wrote:
> "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?
The argument relies on the assumption that any system that defines or
implies a scale of advancement (single or multiple) can be considered
a variation on s simple level system.
I've found it a *really* tough argument to counter. The old, and very
workable, saw of, "past a certain elvel of complexity (or detail), it
just doesn't matter any more," probably wins the day however. Few
things are absolutes in games -- especially since the players have
already pre-defined that the purpose of the game is to play, not to
solve.
> 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.
FWIW while I have HP's, they almost never vary. They are specific to
a particular body (bodies do change slightly with age and use, and can
be significantly affected by other causes, but that's a different
matter). If you want more HP's or some other physical stat, then you
go steal a body with those characteristics.
--
J C Lawrence Internet: claw at kanga.nu
----------(*) Internet: coder at kanga.nu
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...
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