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<H1>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</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] Level abstractions - Realism vs Game Issues</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Wed, 02 Jul 97 12:51:36 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;33c33895.53473131#relay,mnsinc.com&gt;, on 06/29/97 
   at 03:45 AM, caliban#darklock,com (Caliban Tiresias Darklock) said:

&gt;	Mana is irrelevant. You cast a spell, and that spell's skill
&gt;	drops to 0. Depending on the difficulty of the spell, it can
&gt;	regain power quickly or slowly, sort of a spell level. As a
&gt;	rough guideline, every X seconds (X being the level the spell
&gt;	is currently gained at) you regain your intelligence or wisdom
&gt;	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
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00011" HREF="msg00011.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 02 Jul 1997, 02:21 GMT
<UL>
<LI><strong><A NAME="00041" HREF="msg00041.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 02 Jul 1997, 22:39 GMT
<UL>
<LI><strong><A NAME="00049" HREF="msg00049.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 03 Jul 1997, 04:01 GMT
<UL>
<LI><strong><A NAME="00062" HREF="msg00062.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 03 Jul 1997, 15:40 GMT
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<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00048" HREF="msg00048.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 03 Jul 1997, 02:55 GMT
</LI>
<LI><strong><A NAME="00054" HREF="msg00054.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 03 Jul 1997, 07:09 GMT
<UL>
<LI><strong><A NAME="00061" HREF="msg00061.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 03 Jul 1997, 15:24 GMT
<UL>
<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 04 Jul 1997, 06:08 GMT
<UL>
<LI><strong><A NAME="00079" HREF="msg00079.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 05 Jul 1997, 04:31 GMT
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</UL></BLOCKQUOTE>

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