<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Level abstractions - Realism vs Game Issues --> <!--X-From-R13: [ngg Qunggreyrl <ebbgNzcp.qla.zy.bet> --> <!--X-Date: Mon, 11 Aug 1997 17:17:33 +0000 --> <!--X-Message-Id: Pine.LNX.3.96.970811181146.168R-100000#mpc,dyn.ml.org --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199708111238.FAA05442#user1,inficad.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:root#mpc,dyn.ml.org"> </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="msg00463.html">Previous</a> | <a href="msg00465.html">Next</a> ] Thread: [ <a href="msg00462.html">Previous</a> | <a href="msg00507.html">Next</a> ] Index: [ <A HREF="author.html#00464">Author</A> | <A HREF="#00464">Date</A> | <A HREF="thread.html#00464">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <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 <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></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> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Mon, 11 Aug 1997, Adam Wiggins wrote: Egad, this was quite a while ago. > [Matt C:] > > On Sun, 29 Jun 1997, Caliban Tiresias Darklock wrote: > > > Hit points are static. You have X hit points plus your usual > > > constitution bonus, period. Your additional ability to survive > > > comes purely from skills like dodge, parry, and increased damage > > > from weapon skills and multiple attacks. > > > > Pretty much sums it up, although: Constitution/Endurance/Stamina > > statistics should be increaseable, although not necessarily by a lot. > > We have a lot of different stats for general physical stalwartness. > The one which is not changable is constitution, which basically represents > your body's actual resistance to damage - the traditional example being > that dwarves have high constitutions due to very strong bones, thick limbs > (relative to their height), and are very 'meaty' in general. All > the other stats can vary dramatically during the character's life, and > 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. > physical fortitude (ability to take pain without crying like a baby) > mental fortitude (ability to watch someone be beheaded without puking) > long-winded stamina (ability to run a marathon) > short-winded stamina (ability to sprint 100m) > > Dividing it out like this makes it possible to have a fairly wide > range of characters as far as this is concerned - you can have a burly > young hero who turns green at the sight of blood and whines like a baby > when he cuts himself; an old lady whose body is frail but who is highly > resistant to pain and emotional trauma; or a doctor who has no problem > watching open-heart surgery and eating lunch, but isn't all that physically > tough. > Absolutely - this is an excellent method for beefing out the world in general. > Also, at high levels the first two (fortitudes) have a large affect on > your text. Ie, Bubba the newbie sees: > > Buffy swings her axe in a deadly arc, decapitating Bruno in a shower of > blood! You gag at the overwhealming smell of blood and death which > suddenly fills the air. Buffy turns and burries her axe into your arm! > Agh, the pain! THE PAIN! The world turns red and begins to spin... > > Boffo the hardened killer sees: > > Buffy swings her axe in a deadly arc, decaptitating Bruno in a shower of > blood. Buffy turns and burries her axe into your arm, making you > very angry. You yank the axe out of your arm and raise your sword... > > Mobs also take advantage of this when relating events to players: > > You ask the shopkeeper, 'What happened?' > The shopkeeper says, 'Buffy KILLED Bruno! It was terrible!' > You ask Boffo, 'What happened?' > 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). > > Hmm, I have a rather different view on "Mana". To try and put it fairly > > MPs (Mental Points) are the mental equivalent to SPs (Stamina points), the > > latter dictating physical state (Normal -> Exhausted), as opposed to HPs > > (Hit Points, which dictate injury level, to a degree - although being > > somewhat linked to SPs, if you're tireder, you get hurt more). That made > > no sense, so to state it bluntly: MPs dictate your mental state, from > > normal to mentally exhausted, and are NOT used solely for magic, but for > > anything which requires extra thought or consideration. That means mainly > > magic, which requires mental (and sometimes physical) exertion. > > 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. > > Casting a spell drains your MPs, and tires you, but is related to your > > Mana (the more Mana you have, the more MPs you'll tend to have - not the > > sole factor - and the faster you'll gain them, but your magic will be more > > powerful overall as well). > > 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). > set up so that actually holding mana in your body is very difficult, hence > it only tends to be drawn from its source (depending on what school(s) > you follow) immediately before the actual spellcasting is going to take > place. This makes drawing and channeling the mana generally more involved > 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 </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="00507" HREF="msg00507.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong> <ul compact><li><em>From:</em> Nathan Yospe <yospe#hawaii,edu></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00462" HREF="msg00462.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG> <UL><LI><EM>From:</EM> Adam Wiggins <nightfall#user1,inficad.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00463.html">Re: [MUD-Dev] The 'Socialiser' problem</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00465.html">New to this mailing list</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00462.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00507.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00464"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00464"><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>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> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>