[MUD-Dev] Re: Administrative notes

Adam Wiggins nightfall at user1.inficad.com
Mon May 12 06:21:53 New Zealand Standard Time 1997

> >One other idea I've been toying with would be to keep track of who
> >attacked a mobile.  An attack would be anything that was intended to
> >result ultimately in the mobile's demise.  Upon the mobile's death, each
> >player who successfully attacked the creature would receive an EQUAL
> >amount experience.  

This has been done before, of course.  End result is that people would walk
around attacking tough mobiles and immediately fleeing.  Some time later a
big party would go to take out the mobile and the first person would get a
large cut of exp for doing very little.

> Somethign we're doign in my current project is awarding exp to party
> members in qual amounts and BETWEEEN aprties accroding to the damage doen
> by that aprty.
> SO if you want exp as a cleric, youy just party with thsoe folks yo uare
> keepign healthy.

Hmmm, I don't get it.  If exp is assigned by damage, wouldn't the cleric
get screwed?  At the very least, in a system like this, you should get
an equal amount of experience for doing a point of damage, healing a point
of damage, or taking a point of damage.  The mage gets exp from casting
big-damage spells, the tank gets exp from getting beat up, the cleric gets
exp by healing the tank.  (Possibly the exp assigned would be related to
the level difference between the parties...)  Of course, this still means
that the thief who spends all day picking locks and pockets is screwed.

I have to say I'm surprised that anyone on this list is still using experience
and/or levels.  This system is so inherently flawed for a non-human DM game
that it is literally impossible to overcome all the problems.  Going
skill-based solves all these problems in one fell swoop; this is one of the
first things we did, and I was amazed at how much easier everything became.

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