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

nu.kanga.list.mud-dev

14817: Re: [MUD-Dev] Thoughts on Classless systems

[Full Header] [Plain Text]
From: "Ben" <bjchambers@phoenixdsl.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 23 Jul 2000 21:39:27 -0400
References: [1]
Organization: Kanga.Nu
From: "Travis Casey" <efindel@earthlink.net>

> On the subject of attributes/"stats", I'd like to say that
> raisable/not raisable are not the only options.  Some systems have a
> mixture -- some attributes can be raised, but others can't.  Some
> systems limit how much attributes can be raised by -- not simply by
> saying "you can't raise stats past these racial limits", but based on
> what the character's starting stats were.
>
> The Palladium RPGs have an interesting idea -- skills that raise
> stats.  For example, a character can take a "bodybuilding" skill to
> raise his/her strength.
>
> There are also some RPGs that basically abandon the idea of
> "attributes" as a separate thing; how much a character can lift is
> determined by a Lifting skill.  Others have attributes only as the top
> levels of a skill tree -- a strong character is simply one who has put
> a lot of points into strength-related skills.

Another similar way of doing this is like in diablo 1.  The formula for
damage is
something like:      ((x*lvl)*str)=damage




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