[MUD-Dev] Skill System

Travis Casey efindel at earthlink.net
Tue Jan 23 10:36:18 CET 2001


Monday, January 22, 2001, 4:43:38 PM, Kwon Ekstrom
<justice at softhome.net> wrote:

No comments on the skill system, but I do have a comment on something
mentioned about items...

> Items have hit points (or in this case I suppose it'd be item
> components), you can repair the item to bring the hp back up, but
> you'll lose 1% of the hp lost since the last repair every time (to
> force items to wear out).

Some paper RPGs assign items not only an amount of damage they can
take, but also a complexity rating.  The complexity of an item affects
how likely it is to fail to work after being damaged (the more
complex, the more likely to fail) and how difficult it is to repair
it.

For example, a door might have fairly high hit points and a low
complexity -- it takes a lot of damage to break through it, and it
takes a lot to prevent it from functioning as a door.  A lock, on the
other hand, might have fairly high hit points (it's difficult to
destroy), but a fairly high complexity (it doesn't take a lot of
damage to stop it from functioning as a lock).

A circuit board might have both low hit points (easy to break) and a
very high complexity (even damage that doesn't physically break it is
likely to keep it from working).

This concept probably isn't too useful for a medieval mud, but for a
modern-day or SF mud, it could be useful.

--
       |\      _,,,---,,_    Travis S. Casey  <efindel at earthlink.net>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
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