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17049: Re: [MUD-Dev] Skill System
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From: justice@softhome.net
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 25 Jan 2001 20:00:44 GMT
References: [1] [2] <-newest
Organization: Kanga.Nu
<EdNote: New text moved below quote>
Travis Casey writes:
> Some paper RPGs assign items not only an amount of damage they can
> take, but also a complexity rating. The complexity of an item
> affects how likely it is to fail to work after being damaged (the
> more complex, the more likely to fail) and how difficult it is to
> repair it.
Interesting concept, I may consider it, but as you stated, for a
midieval game it's usefulness is rather limited, if I do use the idea
it'll probably be in the form of an optional value. Likely % before
breaking.
-- Kwon Ekstrom
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