[MUD-Dev] [MLP] Why care about levels? (was: The use of ecolo gy models)

shren shren at io.com
Wed May 1 08:16:27 New Zealand Standard Time 2002

On Tue, 30 Apr 2002, Vincent Archer wrote:

> Everquest, in particular, has a big distinction betweens stats. In
> practice, there are 15 "stats", some of which are linked together
> (i.e.  one influences the other). There are 7 "primary stats", 5
> "resists stats", AC, HP and MANA.
> Trick is, by design (ok, by protocol and database design, which
> reserved a single byte to code them), the primary stats and the
> resist stats are all capped at 255. No matter what you do, none of
> these can go over 255. Be it equipment, be it by spells, it caps
> at 255.
> However, the last 3 stats do not have a cap. They are open-ended;
> they can go as high as you want. And while AC has a diminishing
> influence (when you go over the monster attack rating, it doesn't
> help much), the HP and MANA are as useful, whether they're the
> first 100 or the last 100.

In any system I've designed, I've always put in diminshing returns
for almost all stats.  I like GURPS a lot for this reason - you
rarely see n/10/10/10 characters in GURPS because, at some point,
you have choices like 1 more point of IQ or 3 more points of a lower
stat.  I think this does a lot to differentiate characters.  At some
point, one stops pumping your prime stat and starts working on the
other stats, but this point is different for everyone.

I've even added diminshing returns for enhanced defense.



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