[MUD-Dev] Re: Levels versus Skills, who uses them and when.
mikclrk at ibm.net
Fri Jan 8 21:22:15 New Zealand Daylight Time 1999
Andy Cink wrote:
> At 08:08 AM 1/8/99 -0500, Justin Robinson wrote:
> >I'm currently going through some of the same problems with a "leveless"
> >system, with a mud I've been putting together for the last couple
> >months. Everything is based on a proficiency rating and characters gain
> >statistics as they go. I still give out xp, however the player never
> >really sees this.
> I was planning on doing sort of a take-off on exp, called essence.
> Essence is kind of like the force, it surrounds us, blah blah blah :)
> Basically, everyone has essence, when you slay someone, you absorb
> a portion of their essence (kind of a highlander type deal). You can
> then spend essence on improving certain things about your character.
> I'm probably going to say essence is also tied in to every object,
> and thus when creating things and doing other tasks, essence is also
> created and granting it to them also. Either that, or I'll add essence
> and experience both, and give experience points for using skills and
> such, and essence for things related to killing or creating.
Be careful that you don't end up with a Diku type problem where the only
way to gain essence is to kill things. That will make peaceful artists
and sculpters (folk who don't kill but do create) somewhat rare (or
they'll be running a continual essence debt).
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