[MUD-Dev] Re: Levels versus Skills, who uses them and when.

Koster Koster
Wed Jan 13 17:35:09 New Zealand Daylight Time 1999

> -----Original Message-----
> From: Mik Clarke [mailto:mikclrk at ibm.net]
> Sent: Wednesday, January 13, 1999 3:35 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Re: Levels versus Skills, who uses them and when.

> On CthulhuMud I have replaced classes with professions 
> (borrowing a bit
> from Warhammer RPG).  Each character has a primary profession that
> determines which skills they are offered to practice. When they gain a
> level, they also gain a level in the profession (and possably 
> access to
> new skills).  It is also possible for characters to change profession
> for a fairly low cost (3 practices and can't change again until 3rd
> level in the new profession).  They keep all of their old skills, hits
> and whatever, but are now studying something different.

This sounds interesting! Are all your skills "all-or-nothing" or do you
have advancemnt within a skill? I wonder what effect this would have on
a system wherein you had percentage abilities in each skill as well.

> At the moment I'm working on quests and the like to give players some
> way of getting xps without having to kill things.

Quest XP is a classic tactic. XP for merely visiting rooms (or for
visiting specific rooms), which we always termed "explore XP" is a nice
tactic too, until the rooms become known. [And yes, right here someone
is going to say they implemented remembering every room visited, or
every room remembering who visited it, and don't have that problem, and
once again I'll shudder at the data storage their mud entails. Am I the
only one who is paranoid about memory usage?]


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