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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>: Matt Chatterley &lt;<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>&gt;</LI>
<LI><em>Date</em>: Mon, 11 Aug 1997 18:16:26 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI>
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<PRE>
On Mon, 11 Aug 1997, Adam Wiggins wrote:

Egad, this was quite a while ago.

&gt; [Matt C:]
&gt; &gt; On Sun, 29 Jun 1997, Caliban Tiresias Darklock wrote:
&gt; &gt; &gt; 	Hit points are static. You have X hit points plus your usual
&gt; &gt; &gt; 	constitution bonus, period. Your additional ability to survive 
&gt; &gt; &gt; 	comes purely from skills like dodge, parry, and increased damage
&gt; &gt; &gt; 	from weapon skills and multiple attacks.
&gt; &gt; 
&gt; &gt; Pretty much sums it up, although: Constitution/Endurance/Stamina
&gt; &gt; statistics should be increaseable, although not necessarily by a lot.
&gt; 
&gt; We have a lot of different stats for general physical stalwartness.
&gt; The one which is not changable is constitution, which basically represents
&gt; your body's actual resistance to damage - the traditional example being
&gt; that dwarves have high constitutions due to very strong bones, thick limbs
&gt; (relative to their height), and are very 'meaty' in general.  All
&gt; the other stats can vary dramatically during the character's life, and
&gt; include:

I suppose constitution would equate to metabolic stability (or somesuch)
in my world. The Physical stats (say, Strength, Agility and Endurance) are
workable - by physical exertion, you can probably add upto 20% of your
inital value to them.
 
&gt; physical fortitude (ability to take pain without crying like a baby)
&gt; mental fortitude (ability to watch someone be beheaded without puking)
&gt; long-winded stamina (ability to run a marathon)
&gt; short-winded stamina (ability to sprint 100m)
&gt; 
&gt; Dividing it out like this makes it possible to have a fairly wide
&gt; range of characters as far as this is concerned - you can have a burly
&gt; young hero who turns green at the sight of blood and whines like a baby
&gt; when he cuts himself; an old lady whose body is frail but who is highly
&gt; resistant to pain and emotional trauma; or a doctor who has no problem
&gt; watching open-heart surgery and eating lunch, but isn't all that physically
&gt; tough.
&gt;

Absolutely - this is an excellent method for beefing out the world in
general.

&gt; Also, at high levels the first two (fortitudes) have a large affect on
&gt; your text.  Ie, Bubba the newbie sees:
&gt; 
&gt; Buffy swings her axe in a deadly arc, decapitating Bruno in a shower of
&gt; blood!  You gag at the overwhealming smell of blood and death which
&gt; suddenly fills the air.  Buffy turns and burries her axe into your arm!
&gt; Agh, the pain!  THE PAIN!  The world turns red and begins to spin...
&gt; 
&gt; Boffo the hardened killer sees:
&gt; 
&gt; Buffy swings her axe in a deadly arc, decaptitating Bruno in a shower of
&gt; blood.  Buffy turns and burries her axe into your arm, making you
&gt; very angry.  You yank the axe out of your arm and raise your sword...
&gt; 
&gt; Mobs also take advantage of this when relating events to players:
&gt; 
&gt; You ask the shopkeeper, 'What happened?'
&gt; The shopkeeper says, 'Buffy KILLED Bruno!  It was terrible!'
&gt; You ask Boffo, 'What happened?'
&gt; Boffo says, 'Buffy killed Bruno.'

This is a truly excellent premise for handling things - it gives a really
good reason why experience in gory combat gives an advantage over an
inexperienced fighter (or rather, one of a set of reasons).
 
&gt; &gt; Hmm, I have a rather different view on "Mana". To try and put it fairly
&gt; &gt; MPs (Mental Points) are the mental equivalent to SPs (Stamina points), the
&gt; &gt; latter dictating physical state (Normal -&gt; Exhausted), as opposed to HPs
&gt; &gt; (Hit Points, which dictate injury level, to a degree - although being
&gt; &gt; somewhat linked to SPs, if you're tireder, you get hurt more). That made
&gt; &gt; no sense, so to state it bluntly: MPs dictate your mental state, from
&gt; &gt; normal to mentally exhausted, and are NOT used solely for magic, but for
&gt; &gt; anything which requires extra thought or consideration. That means mainly
&gt; &gt; magic, which requires mental (and sometimes physical) exertion.
&gt; 
&gt; Excellent.

I'm pleased with it; I dislike the notion that each object contains a
finite amount of magical, which can be so strictly measured.
 
&gt; &gt; Casting a spell drains your MPs, and tires you, but is related to your
&gt; &gt; Mana (the more Mana you have, the more MPs you'll tend to have - not the
&gt; &gt; sole factor - and the faster you'll gain them, but your magic will be more
&gt; &gt; powerful overall as well).
&gt; 
&gt; So is mana also a stat 'contained' in characters?  We currently have it

Yes. The 'mana' stat is a representation of your AMC (actual magical
capacitance), and MPs reflect your mental state. If you are mentally
exhausted, although you may have a very high AMC, you cannot control the
flow of mana through yourself to conduct any magics. You will recover
faster mentally if you have a high AMC (its a side effect of the sort of
build up of magical static).

&gt; set up so that actually holding mana in your body is very difficult, hence
&gt; it only tends to be drawn from its source (depending on what school(s)
&gt; you follow) immediately before the actual spellcasting is going to take
&gt; place.  This makes drawing and channeling the mana generally more involved
&gt; than the actually spellcasting itself.

Nog. This works too - the theme of my world illustrates magic as a sort of
cross between electricity, radiation and perhaps light.

Regards,
	-Matt Chatterley
	<A  HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"Speak softly and carry a big stick." -Theodore Roosevelt


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<li><strong><A NAME="00507" HREF="msg00507.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>
<ul compact><li><em>From:</em> Nathan Yospe &lt;yospe#hawaii,edu&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<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
<UL>
<LI><strong><A NAME="00085" HREF="msg00085.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>, Tue 08 Jul 1997, 00:49 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00056" HREF="msg00056.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, 07:24 GMT
</LI>
<LI><strong><A NAME="00462" HREF="msg00462.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Mon 11 Aug 1997, 12:36 GMT
<UL>
<LI><strong><A NAME="00464" HREF="msg00464.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>, Mon 11 Aug 1997, 17:17 GMT
<UL>
<LI><strong><A NAME="00507" HREF="msg00507.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 13 Aug 1997, 03:02 GMT
<UL>
<LI><strong><A NAME="00516" HREF="msg00516.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 13 Aug 1997, 06:35 GMT
</LI>
<LI><strong><A NAME="00566" HREF="msg00566.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 14 Aug 1997, 20:51 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00553" HREF="msg00553.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 14 Aug 1997, 13:57 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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