Topic: Stats #1 Stats are the attributes that players raise by using up experience points, as opposed to skills which are improved by doing the skill-action itself. The actual act of raising stats is totally mud implementation dependant. A traditional Adventure's Guild setup, special trainers or anything else the imagination brings to mind can be coded as a player interface to raise stats. Since stats by their nature effect a lot of the game code, we need to settle at the beginning on the number of stats and their basic utility. We can tweak their effect on things as we develop, but I think its impractical to try to code too general a case for adding and using new stats. Rather, as we code things like combat and other stats dependant features, we should document clearly which stats are used in a given code object. I also think we should implement the concept of effective_stats, where this is calculated for each stat by adding a base_stat and a bonus_stat. For example, eff_strength = base_strength + bonus_strength. The base_stat would be the permanently stored value that the player has obtained thru expending acquired experience. The bonus_stat would be a temprary increase in a given stat that the player obtains by getting items or things during a single play session. Bonus_stats are not saved and go back to zero as soon as the player goes off line. The idea of the effective stat makes doing magic effects alot easier, things like Potions of Strength become trivial to do and need little policing. On the City mud, we toyed with this idea. The BASE stat maximum was to be 60 and the BONUS stat maximum 39, yielding an EFFECTIVE stat maximum of 99. Also, it was suggested that the BONUS be fairly easy to raise to about 20, but then get progressively harder to increase after that. We were assuming that an average player would have stats in the 30's, so a bonus of roughly 20 would mean we should balance the game for players with effective stats roughly in the 50's. On the city we only had one race to deal with, that being humans. I think we can use this effective stat idea to good end with the various races that the GurbaLIB supports. We would use the existing idea of racial stat maximums and minimums for both base and bonus stats. Actually, this could be quite fun. Consider a troll race for example. Perhaps we set its base stat maximums and minimums quite high, but NOT allow it to raise the bonus stat numbers very much. Obviously, i think the idea of races being differentiate at least in part by stats is a good one. Also, that the idea of maximum and minimum stat values is very useful too. That all said, here are my first suggestions for stats and their basic effects: str : strength; // strength con : constitution; // hit points, resistance to physical harm end : endurance; // move points, how long player can do things dex : dexterity; // hand speed agl : agility; // foot speed, perhaps effects escaping fights aim : aim; // hand-eye coordination int : intelligence; // spell points, raw mental or psi ability wis : wisdom; // book or acquried learning per : perception; // intuition, attention to detail cha : charisma; // force of personality, charm luc : luck; // luck, karma, fate spr : spirituality; // religous ability These 12 stats cover alot of ground. I cant really see a need for more stats than about this. They fall into 4 basic catagories that I have assigned working names to to aid in getting a better feel for how they should be used. These catagories are: 1) BODY: str, con, end Things that effect the body or are effected by physical exertion might use these. 2) COORDINATION: dex, agl, aim This will probably be used in conjunction with weapon skills alot, but they have a host of other uses too. Like running away. ;) 3) MIND: int, wis, per Int would be involved in various mental powers, like spells and psi abilities. Wis perhaps in learning new trades or skills. Per could be used in searches, noticing hidden items, stuff like that. 4) SOUL: cha, luc, spr These struck me as semi-inate characteristic in people in real life. I think they should be LESS under player control than the other stats. Wouldn't it be funny if a fairly strong player is the unluckiest on the mud? I mean, tripping over cobblestones all the time, getting hit by all the traps... ;) Well, that's my first draft on stats.