Re: Exp & Thac0 tables after adding levels

From: Edward Glamkowski (EGlamkowski@MATHEMATICA-MPR.COM)
Date: 01/23/98


>> >Along those same lines, is anyone else as frustrated with the general
>> >level of 'throwbackiness' inherit in muds? Why are there player 'levels'?
>> >Why are rooms separated by 'zone', and not loaded statically into a grid
>> >array? Why in god's name do we still have 90% of all muds using those same
>> >tired six stats for characters?
>>
>> Because that's the way Diku was, which was based upon AD&D, and that's
>> how AD&D is... ;)
>
>Okay, I've got a newbie-ish question to this, maybe not so newbie, who
>knows...  How has everyone determined the hit and damage die for their
>mobs?  i.e. How do you know that a giant orc hits 4d7 damage?  Or a weapon
>for that matter?  Is there some really simple explanantion (other than
>buying an AD&D book that lists the tables) that would help me figure this
>out?  I know the basic principle behind it, and know how to figure out the
>average damage that such a hit will do, but I guess what I'm asking is how
>can I make up a table for builders so that _they_ know what damage to put
>with xx level mob?  Thanx!

Uh, that's actually not from AD&D... ;)
It is not a perfect rip-off of the game, and it shouldn't be, but
much of the underlying principles are.

Check out the defs.doc in the doc/OLD-DOCS directory.


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