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<H1>Re: [MUD-Dev]  New topic: AI and NPCs</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  New topic: AI and NPCs</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 28 Aug 1997 16:50:35 -0700</LI>
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<PRE>
At 04:37 PM 8/28/97 PST8PDT, you wrote:
&gt;In short, while I think such things are interesting examples of what
&gt;low-powered monsters can do under the right conditions, they're not
&gt;realistic.

Ild just note in passing that any AD&amp;D game that uses critical hit tables
causes genuine fear of mobs.  They may bnot be able to do much noirmal
damage, but their chance of a critical hit per round is enormous.

I actually DO bleieve thsi is realistic as any significantly large grou
pwill just overrun and take down a small group by shea rnumbers.  It may
not be the exact smae effect beign mdoeld, but the combat results are abotu
the same.

The fundemental problem here is that AD&amp;D doesnt consider such thuings as a
mobs ability to overrun and basicly make helpless a small group.

JK

&gt;--
&gt;       |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
&gt; ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
&gt;      |,4-  ) )-,_..;\ (  `'-'        rec.games.design FAQ:  
&gt;     '---''(_/--'  `-'\_)      <A  HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A>
&gt;
&gt;
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net

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<LI><STRONG><A NAME="00819" HREF="msg00819.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></STRONG>
<UL><LI><EM>From:</EM> "Travis Casey" &lt;efindel#io,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  MUD universe</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01106" HREF="msg01106.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Fri 05 Sep 1997, 14:27 GMT
</LI>
<LI><strong><A NAME="01134" HREF="msg01134.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Sat 06 Sep 1997, 19:19 GMT
<UL>
<LI><strong><A NAME="01184" HREF="msg01184.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 11 Sep 1997, 21:38 GMT
</LI>
</UL>
</LI>
</ul>
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<LI><strong><A NAME="00819" HREF="msg00819.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 28 Aug 1997, 23:36 GMT
<UL>
<LI><strong><A NAME="00821" HREF="msg00821.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 28 Aug 1997, 23:53 GMT
</LI>
<LI><strong><A NAME="00824" HREF="msg00824.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 29 Aug 1997, 00:08 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00844" HREF="msg00844.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 29 Aug 1997, 21:23 GMT
<UL>
<LI><strong><A NAME="00865" HREF="msg00865.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sat 30 Aug 1997, 22:07 GMT
<UL>
<LI><strong><A NAME="00870" HREF="msg00870.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 05:25 GMT
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</UL></BLOCKQUOTE>

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