[MUD-Dev] Re: Levelless MUDs
jlangthorn at towertechinc.com
Mon Jun 15 17:52:46 New Zealand Standard Time 1998
From: Benjamin D. Wiechel [SMTP:strycher at toast.net]
Sent: Monday, June 15, 1998 3:11 PM
To: mud-dev at kanga.nu
If you think about it, the equations that go along with this are
built into the Paladian and AD&D role playing systems. If you
so chose, I
suppose you could use their equations, or you could write your
own based on
what skills/stats you wanted to use. One thing about them,
IIRC, is that
you could have 100% in a skill, but often there were minuses
shooting while running, did you have the proper tool, etc.).
This seems to
have been an effective way in regular role playing to handle
> o Remove the level restrictions on eq. This is what the
> objected to the most (see below). I am of the mindset that
> could still be left in place for deciding relative "power"
> eq (and the goodies/bonuses/penalties/etc. which go along
> the more desirable eq), but that if player characters no
> player levels, then there is no level check for using eq:
> found it, you can use it.
Okay, call me crazy, but I don't think in 6 years of mud coding
ever created a piece of equipment that was "level" based.
based, yes, but I've never said, hey, if you're under level 15
you can't use
this. Having level based eq seems to be a crazy idea to me. If
about it from a real world perspective, most people couldn't use
broadsword. Why? Because it's 6-8 foot long and quite heavy.
fine, okay, you can pick it up. Great, do you have the agility
to swing it
effectively? What about strategic/tactical expertise with it?
me as stats/skills. Sure, if a 10 year old had the strength and
desire, they could get to be darn good with one quickly. But
what does age
have to do with it? A 50 year old man doesn't have as much hope
what a 10-20 year old would with a broadsword. As for what
damage a weapon
would cause, that could be handled by values such as mass, or eq
(ie., likelyhood of it being of a stronger material than your
> o Give players who wish to not killkillkill something else
to do, which
> represents well-spent time. Player houses, quests, let
them run a
> city, RP, etc.
I agree with this. Why not let them open up shop and make money
adventurers. A good shopkeep could make a heck of a lot of
trading. Soon enough, if he makes enough money, perhaps he buys
guards/mercenaries, and before long he's lord of the land.
should be bonuses for brains over brawn. =)
>Essentially, levels are being used for two things:
> 1. Determining when you can learn a skill
How 'bout you can always learn a skill, but based on your stats
profession, you have a predisposition towards some skills rather
others. For example, I have a disposition towards being
excellent with a
computer, and my brother is more attuned with his creative side,
more of an
artist/athlete. What determines when I can learn a skill irl
what knowledge and experience I already have, and what
prerequisite skills I
> 2. Determining when you can use eq
As stated above, based on your stats/skills.
>> How do you expect the playerbase to react?
>If it's anything at all like the staff members I've merely
>to, as a possible *consideration* - with great bouts of
>teeth, and with feelings of betrayal. And that's without even
>aloud, what a change like removing levels would entail. Bleah.
Check out the Paper RPG Role Master (one of the best IMHO) by
IronCrown it uses a system vary similar to the one above. Any Character
can learn any skill. It just cost more if the skill is better suited for
a different class. It also allows any one to use any Item, but your
chance of succes is related to both skill and stat. Just a place to see
how it is done on paper.
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