[MUD-Dev] Re: Reposts

Jeff Kesselman jeffk at tenetwork.com
Tue Apr 29 01:56:54 New Zealand Standard Time 1997

At 05:39 PM 4/26/97 PST8PDT, you wrote:
>:Honestly, is _anyone_ on this group still using classes, levels, or
>:experience?  I'm to the point where I can't even bring myself to play
>:non skill-based muds, although classes don't bother me all that much.

Heh,  well, my project is based on an AD&D license so it goes without

Nonetheless, i think I need to put a ntoe in here...

I started my RPG life off with such systems... then played skill based RPGs
for a long time.. and haver arecently come back to class and level and I
frankly find appealing things in both.

Skill systems tend to allow you to customize your character more, which is
neat and allowws for mroe variety.

Class/Level systems however have this tendancy (when implemented right) to
force your thinkign every so often ebcause you CANNOT specificly design
your character.  Instead you must make use of the randomly assigned
possabilities... this can lead to character streatching and RP growth in
new areas you migth not have otherwise played or thought of.

The idela system from me would have acombination of random general
structure and then skill based "fine-tuning"... Im looking at Fuzion now as
a system that MAy do some of that.


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