Re: Spell durations (was: Swimming,falling,flyinganddrowning...)

From: Davies, Nathan (DaviesN@AECL.CA)
Date: 10/17/97

I like this idea, but it simply won't work on my mud, because the %
chance of failing on a skill is actually important, read: Oh My Gawd!

When players find a skill/spell they have 20% chance of using it, which
goes up with usage, not prac sessions, so it takes quite alot of using
for it to get up to say 80%.

Since this way makes it truly permanent, then the % chance is less

>Nathan Davies,
>  Why not take a look at it in a different way. Instead of
>increasing spell duration with multiple castings, why not
>take all affect-inducing spells and have them constantly
>run on the character, togglable on and off, which simply
>reduce the current max_mana of the character.
>Player's max mana: 1000
>Toggle on sanctuary
>Player's new max mana: 900
>Toggle off sanctuary
>Player's max mana: 1000
>Not too tough...And this will keep extremely powerful
>spellcaster's mana in check if they wish to have all
>the protection spells on. Can't beat the system with
>sets of equipment that is +age to simply regain hps
>faster at the tick as effectively as before either.
>Franco Gasperino
>Cutting Edge Communications

     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     | |

This archive was generated by hypermail 2b30 : 12/08/00 PST