[MUD-Dev] defeating twinking through game mechanics
Travis Casey
efindel at io.com
Sun Apr 23 21:30:07 CEST 2000
On Friday, April 21, 2000, Paul Schwanz - Enterprise Services wrote:
> Along the same lines of danger, why not simply make a weopon inherently
> dangerous to the user who doesn't have the skill to handle it? For example, if
> Bubba the newbie tries to get too fancy with a razor-sharp mithril mega-sword,
> he may accidently cut his own hand off. Or if Buffy the weakling tries to load
> a bolt into her 200 lb. ultra-cool crossbow, she might end up shooting herself
> in the foot. If you made this random, then the gamer might have some
> interesting choices to make as he gains skill. When he's in a tough spot, does
> he gamble with a really cool item hoping he'll have enough skill to do more
> damage to his foe than to himself?
The paper Star Wars RPG has things set up so that someone with a low
lightsaber skill trying to use one is a menace to him/herself.
Shadowrun does something similar with monomolecular filament whips.
In the general case, though, it's not very realistic. That's only a
concern if you're worried about realism, though. :-)
--
|\ _,,,---,,_ Travis S. Casey <efindel at io.com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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