<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: Levelless MUDs --> <!--X-From-R13: wnpbo ynatgubea <wynatgubeaNgbjregrpuvap.pbz> --> <!--X-Date: Mon, 15 Jun 1998 15:46:46 -0700 --> <!--X-Message-Id: 9193945826E7D0118BB4080009DBF8F611B510@TTECH --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: Levelless MUDs</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:jlangthorn#towertechinc,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01054.html">Previous</a> | <a href="msg01056.html">Next</a> ] Thread: [ <a href="msg01052.html">Previous</a> | <a href="msg01071.html">Next</a> ] Index: [ <A HREF="author.html#01055">Author</A> | <A HREF="#01055">Date</A> | <A HREF="thread.html#01055">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: Levelless MUDs</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: Levelless MUDs</LI> <LI><em>From</em>: jacob langthorn <<A HREF="mailto:jlangthorn#towertechinc,com">jlangthorn#towertechinc,com</A>></LI> <LI><em>Date</em>: Mon, 15 Jun 1998 17:52:46 -0500</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> -----Original Message----- From: Benjamin D. Wiechel [SMTP:strycher#toast,net] Sent: Monday, June 15, 1998 3:11 PM To: mud-dev#kanga,nu If you think about it, the equations that go along with this are already built into the Paladian and AD&D role playing systems. If you so chose, I suppose you could use their equations, or you could write your own based on what skills/stats you wanted to use. One thing about them, IIRC, is that you could have 100% in a skill, but often there were minuses (were you shooting while running, did you have the proper tool, etc.). This seems to have been an effective way in regular role playing to handle skills. > o Remove the level restrictions on eq. This is what the builders > objected to the most (see below). I am of the mindset that levels > could still be left in place for deciding relative "power" of the > eq (and the goodies/bonuses/penalties/etc. which go along with > the more desirable eq), but that if player characters no longer have > player levels, then there is no level check for using eq: you > found it, you can use it. Okay, call me crazy, but I don't think in 6 years of mud coding that I've ever created a piece of equipment that was "level" based. Strength/skill based, yes, but I've never said, hey, if you're under level 15 you can't use this. Having level based eq seems to be a crazy idea to me. If you think about it from a real world perspective, most people couldn't use a broadsword. Why? Because it's 6-8 foot long and quite heavy. Likewise, fine, okay, you can pick it up. Great, do you have the agility to swing it effectively? What about strategic/tactical expertise with it? Those strike me as stats/skills. Sure, if a 10 year old had the strength and agility and desire, they could get to be darn good with one quickly. But what does age have to do with it? A 50 year old man doesn't have as much hope of doing what a 10-20 year old would with a broadsword. As for what damage a weapon would cause, that could be handled by values such as mass, or eq strength (ie., likelyhood of it being of a stronger material than your opponent's weapon). > o Give players who wish to not killkillkill something else to do, which > represents well-spent time. Player houses, quests, let them run a > city, RP, etc. I agree with this. Why not let them open up shop and make money off the adventurers. A good shopkeep could make a heck of a lot of money in trading. Soon enough, if he makes enough money, perhaps he buys some guards/mercenaries, and before long he's lord of the land. Definitely should be bonuses for brains over brawn. =) >Essentially, levels are being used for two things: > 1. Determining when you can learn a skill How 'bout you can always learn a skill, but based on your stats and profession, you have a predisposition towards some skills rather than others. For example, I have a disposition towards being excellent with a computer, and my brother is more attuned with his creative side, more of an artist/athlete. What determines when I can learn a skill irl depends on what knowledge and experience I already have, and what prerequisite skills I already posess. > 2. Determining when you can use eq As stated above, based on your stats/skills. >> How do you expect the playerbase to react? > >If it's anything at all like the staff members I've merely MENTIONED this >to, as a possible *consideration* - with great bouts of gnashing of >teeth, and with feelings of betrayal. And that's without even speculating >aloud, what a change like removing levels would entail. Bleah. Check out the Paper RPG Role Master (one of the best IMHO) by IronCrown it uses a system vary similar to the one above. Any Character can learn any skill. It just cost more if the skill is better suited for a different class. It also allows any one to use any Item, but your chance of succes is related to both skill and stat. Just a place to see how it is done on paper. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="01071" HREF="msg01071.html">[MUD-Dev] Re: Levelless MUDs</A></strong> <ul compact><li><em>From:</em> Holly Sommer <hsommer#micro,ti.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01054.html">[MUD-Dev] Re: stuff that makes me leave (was Re: In game bulletin...)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01056.html">[MUD-Dev] Re: stuff that makes me leave (was Re: In game bulletin...)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01052.html">[MUD-Dev] Re: Levelless MUDs</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01071.html">[MUD-Dev] Re: Levelless MUDs</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01055"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01055"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Levelless MUDs</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="01030" HREF="msg01030.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sun 14 Jun 1998, 12:25 GMT </LI> </ul> <LI><strong><A NAME="00908" HREF="msg00908.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 09 Jun 1998, 14:29 GMT <UL> <LI><strong><A NAME="01087" HREF="msg01087.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 16 Jun 1998, 23:12 GMT </LI> </UL> </LI> <LI><strong><A NAME="01052" HREF="msg01052.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Benjamin D. Wiechel <a href="mailto:strycher#toast,net">strycher#toast,net</a>, Mon 15 Jun 1998, 20:17 GMT </LI> <LI><strong><A NAME="01055" HREF="msg01055.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, jacob langthorn <a href="mailto:jlangthorn#towertechinc,com">jlangthorn#towertechinc,com</a>, Mon 15 Jun 1998, 22:46 GMT <UL> <LI><strong><A NAME="01071" HREF="msg01071.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Tue 16 Jun 1998, 15:31 GMT <UL> <LI><strong><A NAME="01079" HREF="msg01079.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 16 Jun 1998, 18:38 GMT </LI> <LI><strong><A NAME="01082" HREF="msg01082.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Katrina McClelan <a href="mailto:kitkat#the486,bradley.edu">kitkat#the486,bradley.edu</a>, Tue 16 Jun 1998, 20:42 GMT </LI> <LI><strong><A NAME="01090" HREF="msg01090.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 17 Jun 1998, 01:20 GMT </LI> </UL> </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>