[MUD-Dev] Re: Levels versus Skills, who uses them and when.
alexo at bigfoot.com
Sat Jan 16 18:28:47 New Zealand Daylight Time 1999
On Thu, 14 Jan 1999 20:34:26 -0800, JCL wrote:
} [...] Another fillip I've long liked are failed
} spells. Currently (most MUDs) failed spells either silently fizzle
} or merely drain the resources of the caster. I'd like something
} more noticable than that:
} -- some failed directional spells go in the wrong direction.
} -- failed tageted spells hit the wrong target.
} -- failed state-change spells (eg heal) do the reverse change (ie
} -- failed damage spells reflect back on the caster and damage the
} Just something to increase the risk of magic using, thus justifying
} increased cost and value of magic casters.
At one time the AD&D system had the concept of "wild magic". Basically, there
was a "wild mage" class that cast spells at a randomly determined mage level
delta. There was also a 5% chance that the spell would create a "wild surge",
giving an unpredictable result. The net.books site had a nice table of such
results to roll from.
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