[MUD-Dev] Hidden Character Attribs

Spot northspot at hotmail.com
Mon Sep 22 12:38:04 CEST 2003


What do you think about keeping most of the game mechanics hidden
from the players?  I know as a DM for a long time, the devoted
players will sit down and calculate every single way to get bonuses,
and will trim any non-vital skill off their guys.  They will "Abuse"
(I use the term loosely) any system that attempts to add real-ism to
the game, example: piece-meal armor, one of them will calcuate the
best AC per area, accounting for overlap, and then put it all
together and name it "Godly Plate", now every warrior in the party
will simply buy this suit and be done with it.

What if you just had a system that didn't "share" any mechanics with
the players, and it simply used laymen terms when describing things,
such as a superior longsword would be better the a rusted longsword,
but how much better wouldn't be known.  Maybe a Masterwork
shortsword is better that a Quality longsword...but do the players
really need to know this?

Do they really need to know that the Giant has 100hp's and there
weapons do 1-8+5 damage?  Or would they be ok with combat displaying
such things a "you landed a grazing blow", "you bury your blade to
the hilt"...with some type of message that descibes the over-all
state (lightly wounded, heavily wound, barely conscious).

« « « « « « « « « « « « » » » » » » » » » » » »
"Life is tough...though, it's a lot tougher if your stupid"

Spot (northspot at hotmail.com)
Sr. Software Engineer / Architect
(HomePage) http://www16.brinkster.com/spotshome/
« « « « « « « « « « « « » » » » » » » » » » » »
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list