[MUD-Dev] Thoughts on Classless systems
Ben
bjchambers at phoenixdsl.com
Sun Jul 23 21:39:27 CEST 2000
From: "Travis Casey" <efindel at earthlink.net>
> On the subject of attributes/"stats", I'd like to say that
> raisable/not raisable are not the only options. Some systems have a
> mixture -- some attributes can be raised, but others can't. Some
> systems limit how much attributes can be raised by -- not simply by
> saying "you can't raise stats past these racial limits", but based on
> what the character's starting stats were.
>
> The Palladium RPGs have an interesting idea -- skills that raise
> stats. For example, a character can take a "bodybuilding" skill to
> raise his/her strength.
>
> There are also some RPGs that basically abandon the idea of
> "attributes" as a separate thing; how much a character can lift is
> determined by a Lifting skill. Others have attributes only as the top
> levels of a skill tree -- a strong character is simply one who has put
> a lot of points into strength-related skills.
Another similar way of doing this is like in diablo 1. The formula for
damage is
something like: ((x*lvl)*str)=damage
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