Re: Skills instead of Levels?

From: Phil Priston (phil@marlyext.com)
Date: 07/14/95


Sammy <samedi@clark.net> Typed:>>

_> 
_> 
_> On Thu, 13 Jul 1995, Michael K. Lee wrote:
_> 
_> > Does anyone have any suggestions on a multi-class system?
_> > 
_> > I want to make it so that everyone starts off as a multi-classed player..
_> > i.e. [1-1-1-1] level, which corresponds to MCTW levels.
_> > 
_> > I know I will have to write specials for the guildmasters to id the class
_> > being gained, and I know I will need to also put new names in structs.h
_> > to keep track of level_warrior, level_mage, ...
_> > 
_> > Anyone have any ideas or suggestions or hints that I could go by?
_> > 
_> > Thanks,
_> > 
_> > Sincerely,
_> > 
_> > Michael
_> 
_> I was thinking about doing something like that.  Are you working with a 
_> max number of total levels?  What I mean is, given 30 levels, they can do 
_> 25 warrior and 5 cleric, etc.  What kind of character they end up with 
_> depends on how they've distributed the gains.  I think there should 
_> always be a tradeoff when multyting, though my mud will probably end up 
_> in the standard max-out 4 levels.
_> 
_> Sam
_> 

A nice way of doing multi-class in my eyes is vastly increase the 
number of classes you can gain in, instead of having the four 
standard classes with 30 levels each and all the skills/spells
split the classes so that you have ten classes with thirty levels,
This way for a player to become a very powerful character they will 
have to do a LOT more work. and perhap specialise a little more...
also USE RACE stats, to stop the player from easily gainning in all 
professions. *SHRUG* 
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____/~~~~~~\_/~~~~~\_/~\_/~\____''''""~_'"      Phil Priston        '"\_
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