<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset --> <!--X-From-R13: "Syv Egriraf" <jvpxrqterlNjvpxrqterl.pbz> --> <!--X-Date: Sun, 02 Apr 2000 14:48:46 -0700 --> <!--X-Message-Id: 004501bf9cea$593d1980$aa600304@wicked --> <!--X-Content-Type: text/plain --> <!--X-Reference: 4.1.20000402044735.0091b5e0#earthlink,net --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] An idea for breaking away from the HP/Mana minds</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:wickedgrey#wickedgrey,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="msg00010.html">Previous</a> | <a href="msg00011.html">Next</a> ] Thread: [ <a href="msg00010.html">Previous</a> | <a href="msg00014.html">Next</a> ] Index: [ <A HREF="author.html#00009">Author</A> | <A HREF="#00009">Date</A> | <A HREF="thread.html#00009">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</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>: Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</LI> <LI><em>From</em>: "Eli Stevens" <<A HREF="mailto:wickedgrey#wickedgrey,com">wickedgrey#wickedgrey,com</A>></LI> <LI><em>Date</em>: Sun, 2 Apr 2000 16:28:12 -0500</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#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: "Ryan P." <ixiterra#earthlink,net> Sent: Sunday, April 02, 2000 12:17 PM > >Body: > > Strength > > Dexterity > > Constitution > > > >Mind: > > Intellegence > > Wisdom > > Willpower (Charisma being accounted for by some of the reputations stats) > > Just a small point, but I think willpower and wisdom are very closely > related and > there really isn't a need for both unless you have a very specific difference > (although it doesn't appear so in the rest of your message) that would require > the two to be split. I had regarded Wis as intuition and the ability to understand something intuitivly. Willpower is motivation and drive. Characters with low Wil would end up in the doldrums moping around a lot (and fair morale checks, etc.). A low Wis would manifest as slower mental recuperation rates, less animal empathy, etc. I see strong similarities between Str-Wil, Wis-Con and Int-Dex. Of course, YMMV. > As for Charisma, I think this still could be implemented as a regular > stat--perhaps > if they are badly wounded (bloody, nasty, puss coming out, etc.) the player's > charisma stat would suffer because of it. Charisma can be interpreted in many > ways and thus if it went below the consciousness level, you could simply > attribute > it to too many open wounds and that kinda thing. I had gotten rid of explicit Charisma. I didn't like the idea of characters with high Charisma being played by annoying people, so instead... Reputation: Presence: how dramatically/forcefully the character fills a room. A high presence means that the character gets noticed more in crowded situations, is more likely to be heard, etc. It also makes it harder to hide. Clothing can alter it, as clothes with keywords/description containing words like "gold", "silver", "royal", "silk" etc. would raise the stat, and clothing with words like "drab", "brown", "grey", "servant" etc. lowing it. NPCs are more likely to obey high presence characters. Fame: how recognizable a character is in a community (probably global). Famous characters have a chance of being recognized by those they have not met before (I plan on using an introduction system). It also acts as a vote-count multiplier for any office the character may run for (all the talk on the list of political systems has gotten me interested...). High fame characters can get into office more easily, because they can win with fewer votes than someone with low fame. Also, NPCs might give famous characters VIP treatment, etc. However, it is far easier to be a street criminal with lower fame; fewer witnesses would recognize you. Honor: how closely the character's personal code of conduct matches society's. Those with low honor scores would be better at dirty combat tricks, while suffering the mistrust and scorn of "common folk". A high honor would help city guards choose to assist the character instead of the opponent, etc. One of the key points that makes the three reputation stats different is that I was going to start players all at 1.0, and allow them to adjust their scores as they wish gradually. If a politician wanted a high presence, fame and honor, then that should not unbalance play for them, just as a thief might want those same scores very low. Also, they would not cause a characer to be knocked out if they got too low. :) > >Advancement would come in as better weapon proficiencies, skills, and such > >(I am envisionins a levelless MUD, but this could be adapted to levels, I > >think). If Boffo has the Dagger weapon proficiency at .9 and we considered > >Str and Dex to be equally important to wielding a dagger, then his attack > >roll might look like: > > > >((Str: 1.5) ^ (.5)) * ((Dex: 1.0) ^ (.5)) * (Dagger: .9) = 1.1 > > > >Where if he was using a Club with the same skill (but the club being a Str > >weapon): > > > >((Str: 1.5) ^ (.8)) * ((Dex: 1.0) ^ (.2)) * (Club: .9) = 1.24 > > > >It would seem that the club would be the superior choice, but keep in mind > >that the club would also impose a larger penalty against Str the more Boffo > >swung it (it would tire him more). I think I need to juggle some more > >numbers, and see how this might work out in the long run. The defender's > >roll would be based on the armor worn, Dex, etc. etc. > > This is a very excellent system, however it would seem to take massive amounts > of trial-and-error and testing to find a suitable weapon. Unless, of > course, you > gave some major hints as to how a weapon is going to affect your stats. > Or as well, you could make every weapon that is remotely similar to one another > (example, any two-handed cleaving weapon) have similar stat decays (?). Which I had planned on doing (the hints, I mean). I like numbers and min/maxing, but I also like roleplaying environments... I am not quite sure how I plan on mixing the two, but I intend to try. I had envisioned weapons stats looking something like: > lore longsword You hold a shiny long sword. Damage range: .950 to .775 Wielding Exhaustion: .980 Of course, the numbers might be fiddled with, to make them more atractive: > lore longsword You hold a shiny long sword. Damage range: 5% to 22.5% Wielding Exhaustion: 2% > From a purely conservative standpoint, I think getting rid of HPs completely > would be very shocking and many players who are complacent with a set system > won't like it (I'd say the type of people that like to try radically new > things such > as this are maybe 1%). It's almost a paradox to me; I like the idea very much > but to rely simply on stats for life support seems awkward, but to add HPs into > this system probably would not make sense either. (Ok, I'm unconscious but > I still have x HPs left.) I was wondering if you could elaborate on the awkwardness you mentioned. :) > Keep working at it, I'm sure you can come up with a happy medium that will be > more welcoming to the complacent mudders, yet intriguing to the radical ones. Ahh, I see and understand your point. My viewpoint on the matter is slightly different, though. I am not particularly interested in attracting complacent mudders /per se/, rather, I am interested in creating a system that works and is understandable in its own right, not because it hangs onto notions "because that is how they were always done". I am afraid that if I rely too heavily on convention then two things will happen: 1. I will not justify design/game world decisions because "everyone knows that's how it works," when there are better solutions. 2. By relying on conventions, I may not explain them well enough so that those new to the field will understand. When was the last time you saw a good explanation of, say, "dirt" or "trip" that really explained what those commands did (or any one of a host of other like ideas)? The players that want a DIKU can play a DIKU, I, however, do not want to run/play a DIKU, I want to run/play a MUD. There is nothing wrong with wanting to run or play a DIKU, I just personally do not. I Hope I am being clear. :) <//> Silence is golden RUIN, v. To destroy. <\\> || Eli Specifically, to destroy a maid's || || wickedgrey#wickedgrey,com belief in the virtue of maids. || <\\> www.wickedgrey.com -- Ambrose Bierce <//> _______________________________________________ MUD-Dev mailing list MUD-Dev#kanga,nu <A HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A> </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="00014" HREF="msg00014.html">Re[2]: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong> <ul compact><li><em>From:</em> Travis Casey <efindel#io,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00008" HREF="msg00008.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></STRONG> <UL><LI><EM>From:</EM> "Ryan P." <ixiterra#earthlink,net></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00010.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00011.html">[MUD-Dev] Fw: 16K mud server competition !</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00010.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00014.html">Re[2]: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00009"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00009"><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><A NAME="00007" HREF="msg00007.html">[MUD-Dev] Old Topic: Playfulness in 3-D Spaces, done.</A></strong>, Rudy Fink <a href="mailto:rudyfink#rice,edu">rudyfink#rice,edu</a>, Sun 02 Apr 2000, 14:54 GMT <LI><strong><A NAME="00004" HREF="msg00004.html">[MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, Eli Stevens <a href="mailto:wickedgrey#wickedgrey,com">wickedgrey#wickedgrey,com</a>, Sun 02 Apr 2000, 06:33 GMT <UL> <LI><strong><A NAME="00008" HREF="msg00008.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, Ryan P. <a href="mailto:ixiterra#earthlink,net">ixiterra#earthlink,net</a>, Sun 02 Apr 2000, 17:26 GMT <UL> <LI><strong><A NAME="00010" HREF="msg00010.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, Erik Jarvi <a href="mailto:ejarvi#megsinet,net">ejarvi#megsinet,net</a>, Sun 02 Apr 2000, 21:48 GMT </LI> <LI><strong><A NAME="00009" HREF="msg00009.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, Eli Stevens <a href="mailto:wickedgrey#wickedgrey,com">wickedgrey#wickedgrey,com</a>, Sun 02 Apr 2000, 21:48 GMT <UL> <LI><strong><A NAME="00014" HREF="msg00014.html">Re[2]: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 03 Apr 2000, 03:51 GMT </LI> </UL> </LI> <LI><strong><A NAME="00023" HREF="msg00023.html">Re: [MUD-Dev] An idea for breaking away from the HP/Mana mindset</A></strong>, adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Mon 03 Apr 2000, 22:38 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00003" HREF="msg00003.html">[MUD-Dev] An introduction</A></strong>, Brian Green <a href="mailto:brian#psychochild,org">brian#psychochild,org</a>, Sun 02 Apr 2000, 06:33 GMT <LI><strong><A NAME="00002" HREF="msg00002.html">Re: [MUD-Dev] Richard Garriot's 'X' project</A></strong>, AR Schleicher <a href="mailto:ars#iag,net">ars#iag,net</a>, Sun 02 Apr 2000, 00:49 GMT </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>