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2938: Re: [MUD-Dev] Level abstractions - Realism vs Game Issues
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From: clawrenc@cup.hp.com
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 02 Jul 97 12:51:36 -0700
References: [1]
Organization: Kanga.Nu
In <33c33895.53473131@relay.mnsinc.com>, on 06/29/97
at 03:45 AM, caliban@darklock.com (Caliban Tiresias Darklock) said:
> Mana is irrelevant. You cast a spell, and that spell's skill
> drops to 0. Depending on the difficulty of the spell, it can
> regain power quickly or slowly, sort of a spell level. As a
> rough guideline, every X seconds (X being the level the spell
> is currently gained at) you regain your intelligence or wisdom
> rating in the skill for that spell.
IOW a character who knows 20 spells can wnder into a battle, let fly
with all 20 spells, and then walk out a magically battling idiot. If
he knew of 5,000 spells prior to entering the battle, he could let fly
with all 5,000 before being rendered magic-less.
While not a problem depending on your world model, I see a value in
rendering the actual activity of magic as a controllable resource.
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------------(*) Internet: clawrenc@cup.hp.com
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