[MUD-Dev] Classless systems
Val Trullinger
vtrullin at chapman.edu
Mon Jul 24 09:28:02 CEST 2000
"Ryan P." wrote:
> The major point I think needs to be decay and dampeners. By decay I mea=
n
> that stats/skills/whatever needs to decay quickly when not in use.
At The Two Towers, we've got a decaying system of skills. Your primary sk=
ills and
stats decay at a fairly slow rate, as do your main professional skills; y=
our
secondary skills from other professions decay much faster, and are only t=
rainable
to 60 (as opposed to 100, the maximum for your primary skills/stats).
For example, here's some made-up stats/skills for a dwarven warrior:
Stats: Base + (Race * Base / 20) =3D Total.
Strength : 100 + ( 2 * 100 / 20) =3D 110
Intelligence : 100 + ( -1 * 100 / 20) =3D 95
Constitution : 100 + ( 3 * 100 / 20) =3D 115
Agility : 100 + ( -1 * 100 / 20) =3D 95
Coordination : 100 + ( -2 * 100 / 20) =3D 90
Charisma : 100 + ( -1 * 100 / 20) =3D 95
--Average: 100
//stats don't decay. however, you lose them through death, which is a ver=
y real
and frequent possibility.
Common skills:
Aim : 100 Attack : 100 Awareness : 9=
1
Defense : 99 Dodge : 100 Fire building : 3=
3
Hypnotism : 71 Riding : 62
//these common skills are usable by anyone. 'hypnotism' is an exception: =
someone
decided that guild skills should be listed under 'common skills' *sigh.
Professional Skills: Other Skills:
Blind fighting : 100 Location : 3
Blocking : 100 Wilderness : 1
Combat arms : 98
Tactics : 100
//professsional skills are self-explanatory; other skills are skills from=
other
professions. here, location is a sheriff skill, wilderness a ranger skill.
To switch professions, your first set of primary professional skills must=
decay
to a fairly low point before you can replace them with the new set of pro=
f.
skills. However, we have a fairly limited skill tree. Stifling, even. Thi=
s would
probably not work well with a larger system.
Also, it's possible to choose 'civilian' as your profession, which gives =
you no
professional skills at all, and is quite a detriment. The civilians who m=
ax out
are few and far between.
As for dampening=85 The Two Towers hasn't managed a system yet where we h=
ave
wizards who can't wear armour, etc. As a fairly strict Tolkien-based MUD,=
Gandalf
going around swinging Glamdring as well as a staff throws a wrench into =
that.
*grin*
val
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list