Re: MUD essential features (fwd)

From: Patrick Dughi (
Date: 08/31/00

> Well, you don't, but it would be helpful if I had the adress for the
> mud-dev list :) What is it?

        Oops. :)

        I don't believe the archives are searchable, directly, so i'd look
by topic for something about "The law of Mud Resource Congestion" or
something like that.

> >        That would be cool - i wouldn't mind some discussion on bleeding
> >systems... A while ago, I wanted to put a system in with things like blood
> >loss, individual limb damage, etc...In the end though, I thought that
> >while great for a paper RPG, it's hard for a computer game char to deal
> >with the fact that a dragon is attacking, and both his arms are broken.
> >Is this realistic in a system where you have to write code for each
> >possibly innane thing that a character can be allowed to do?

> > Well, IMO, having a system whereby characters get severe,
semi-permanent damage like broken arms is a bit extreme. Sure, it's
realistic, but that doesn't neccesarily equate with fun or suitable for an
admin's concept of his world. As you said, it's awfully difficult to make
this work in a CRPG setting.

> On the other hand, I'm rather against the concept of ever-increasing
> HP, to the point of absurdity. I mean, really, if Joe Average has 100hp,
> how is it that Bob Superman has 1500hp? Do we really believe that if you
> can kill Joe with two shots from your M16, you need to empty the
> magazine into Bob before he dies?

        In D&D the concept of hitpoints was partly stamina, but also
partly experience allowing you to dodge or minimize the damage.  Levels
didn't act like mushrooms in super mario bro's and poof you up.  They were
just an indicator, and a good DM can negate them altogether.

> In the D&D system which Diku and thus Circle combat is based on, the
> mega-increasing HP is explained with a number of claims that really
> amount to - 'sure, we could make it more realistic, but D&D is enough of
> a die-roll fest already, OK?' Of course, in a MUD where the die-rolls
> are 90% transparent to your players, this is not such an objection.

        Ah, but you get back to our other problem, if you loose an arm in
a paper RPG, you can deal with it - it may even be advantageous if you use
the handicap to force your way though social situations (like police
stopping you in a hospital, or claiming people are being predjuced due to
your handicap).  In a computer game though, you're stuck with being unable
to simulate the nuances of society, much less one person's reaction.  Add
to that the fact that you can't do something like "hold wand in teeth"
unless you're written for it....

        I'd just be very careful, invalidating limbs is difficult to
handle in most computer systems, when you want a character to actually
have a chance to recover.  Remember, real life combat is usually over
after the first person connects with something sharp or heavy. Making your
game too 'real' will also make 98% of your combat system boring.


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