[MUD-Dev] Condsiders
Ryan Rhodes
ryanshaerhodes at hotmail.com
Thu Feb 22 10:39:27 CET 2001
> Jeff Freeman wrote
> Heh, I like this approach, though I'd take it a bit differently. As in:
>
> > stats
> Your strength is 1.0
> Your intelligence is 1.0
> Your agility is 1.0
> Your level is 1.0
>
> And then /con or using Evaluate Intelligence or whatever would
> report the target's strength (or intelligence, or level, or
> whatever), relative to your own. Whereas yours is always the
> baseline standard: 1.0. >
While this does do something to address the problem you originally
posted over, it doesn't solve the problem of perception. I wanted to
design a world that would take the rogue classes to the next level.
So now you've made it relative, but what happens when a rogue is
disguised as a hobbled old beggar? Your consider queries his real
stats and now you've given your players an anti-disguise command built
in. This idea holds true for illusions in general.
Back to your idea of a more realistic consider command... I would also
raise this point. Under the assumed properties of magic and wizards
in most fantasy worlds why would consider ever tell you anything other
than a persons martial abilities? I mean isn't it the point of the
story in most fantasy worlds that the wizard should appear as old
Gandalf, just a stringy bearded old man in a grey cloak... harmless.
Now I know in some worlds wizards emmit an aura of power or something.
Perhaps wizards should be the only ones who can consider the power of
another wizard in these worlds. In fact, the ancient had such an aura
in Tolkiens world and I imagine the whole room could have considered
Gandalfs power had he removed his cloak. Again, even if you limit
consider to describing martial abilities, how do you handle the humble
monk, who may appear well fit and mildly strong, but does not appear
the great fighting force he is?
Ryan Rhodes
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