[MUD-Dev] Skill System

justice at softhome.net justice at softhome.net
Thu Jan 25 20:00:44 CET 2001


<EdNote: New text moved below quote>

Travis Casey writes:

> Some paper RPGs assign items not only an amount of damage they can
> take, but also a complexity rating.  The complexity of an item
> affects how likely it is to fail to work after being damaged (the
> more complex, the more likely to fail) and how difficult it is to
> repair it.

Interesting concept, I may consider it, but as you stated, for a
midieval game it's usefulness is rather limited, if I do use the idea
it'll probably be in the form of an optional value.  Likely % before
breaking.

-- Kwon Ekstrom
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