[MUD-Dev] Level abstractions - Realism vs Game Issues

Jon A. Lambert jlsysinc at ix.netcom.com
Mon Jun 30 19:47:49 New Zealand Standard Time 1997


> From: Marian Griffith <gryphon at iaehv.nl>
> Subject: [MUD-Dev] Level abstractions - Realism vs Game Issues
> > On Sun, 29 Jun 1997, Jon A. Lambert wrote:
> 
> > > Characters have two sets of stats, current and potential.  Current
> > > stats may go up or down upon attaining a level based on age.  It's a
> > > parabola effect.  Current Stats will increase initially until such time
> > > as the character reaches their peak (potential).
> 
> I think I like this, having predefined stats that can't be exceeded. Are
> you including magical and equipment wise stat increase in this as well?
>

Magical equipment can effect stat limitations but this type equipment is
extremely rare.  More often magical equipment will add a bonus to a specific
skill rather than a stat.  My game world is extremely equipment poor
in the magical equipment area.
I'm not exactly sure how this will work out, but I want to link
equipment availability to an economic model.  All magical equipment
will be unique and outrageously priced.  I expect players will create 
their own magical equipment for the most part.  This may even be more 
enjoyable for the player.

The system I use, Rolemaster, becomes outrageously imbalanced, if 
modifications are applied directly to stats.  This works in the
other direction as well.  A wounded, diseased character is extremely
vulnerable.  It's not, "darn I fractured a leg".  It's "Oh my God! Someone
Help me!"  I don't believe many players will enjoy this aspect of the game.

> > > Following this age peak stats will stabilize or degrade
> 
> I'm not too sure I really like this. It sort of penalises established
> characters which I think can easily work against your game. Jedi used
> to (still has?) a system where after a certain age a character had an
> increasing chance of dying of old age.  This was a crude mechanism to
> drive out old characters who had too much equipment collected and did
> not loose it in the rent. Having stats degrading will likely have the
> same kind of effect on characters.
> 

Hmm.  I like this, but not for the same line of reasoning.  It is 
likely that aged characters will have accumulated a few of the rare
stat modifying equipment in order to stave off these effects.  
I increase the chance of catching a disease as characters age.  Unless 
"unnatural" measures are taken they will eventually catch a disease and 
succumb.  I use disease very loosely here.  An unexpected/undeserved stroke 
or heart attack would certainly fall into my disease category.  I have at 
5 categories of disease with several possible options under each of them.
It will also include, "He passed away during the night, a smile upon 
his lips"  :)  



JL



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