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22713: RE: [MUD-Dev] Striving for originality

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From: shren <shren@io.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 7 Jun 2002 17:55:48 -0500 (CDT)
References: [1]
Organization: Kanga.Nu
On Fri, 7 Jun 2002 Daniel.Harman@barclayscapital.com wrote:
> From: shren [mailto:shren@io.com]
 
>> Consider healing.  MUDs hand out damage like candy, generally,
>> and have 700 ways to heal it.  Since you're going to have only
>> one way of healing, you're going to have to rethink damage.
>> You're going to have to rethink every game mechanic in the world
>> just to integrate orthagonality of skills.
 
> Orthogonality of skills is an assumption I don't subscribe to. If
> you create a classless system with skill reallocation, it becomes
> irrelevant as natural selection will dictate which skills do or do
> not make the grade.

Really?  How do you tell if a skill "makes the grade"?  I have 3
skills that do direct damage to a target.  Which one do I use?

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