Re: Guilds vs. Classes

From: Benjamin Draper (satrycus@DRACHENBURG.DEMON.CO.UK)
Date: 03/25/98


Allan Rolf Gortemaker wrote:
>
> Not a bad idea except for the fact that eventually you will have characters
> walking around that can cast all cleric/mage spells and use all thief/warrior
> skills and anything else if you have more classes.  When was the last time you
> saw a top level Warrior/Thief/Mage/Cleric.  Talk about multiclass.

   Not neccessarily, if each class/guild had entry requirements set,
like Warriors would need a minimum strength and constitution, for
example. Also you'd have to limit the amount of practices a player
could attain over however many levels there are in your MUD. The same
for training your abilities too. This would mean you could only practice
a finite number of times. Players may have lots of different spells
and skills but are they going to be any good in them? Talk about Jack
of all trades master of none.
   Interesting twist might be to increase the amount of practices needed
for each skill/spell for each class above the first.

-> Ben


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