[Home] [Groups] - Message: [Prev in Group] [Next in Group]

nu.kanga.list.mud-dev

13364: Re[2]: [MUD-Dev] defeating twinking through game mechanics

[Full Header] [Plain Text]
From: Travis Casey <efindel@io.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 23 Apr 2000 21:30:07 -0400
References: [1]
Organization: Kanga.Nu
On Friday, April 21, 2000, Paul Schwanz - Enterprise Services wrote:

> Along the same lines of danger, why not simply make a weopon inherently
> dangerous to the user who doesn't have the skill to handle it?  For example, if 
> Bubba the newbie tries to get too fancy with a razor-sharp mithril mega-sword, 
> he may accidently cut his own hand off.  Or if Buffy the weakling tries to load 
> a bolt into her 200 lb. ultra-cool crossbow, she might end up shooting herself 
> in the foot.  If you made this random, then the gamer might have some 
> interesting choices to make as he gains skill.  When he's in a tough spot, does 
> he gamble with a really cool item hoping he'll have enough skill to do more 
> damage to his foe than to himself?

The paper Star Wars RPG has things set up so that someone with a low
lightsaber skill trying to use one is a menace to him/herself.
Shadowrun does something similar with monomolecular filament whips.

In the general case, though, it's not very realistic.  That's only a
concern if you're worried about realism, though.  :-)

--
       |\      _,,,---,,_        Travis S. Casey  <efindel@io.com>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'\_)





_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev