On Fri, 14 Jul 1995, Phil Priston wrote: > Sammy <samedi@clark.net> Typed:>> > _> > _> 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* I've always felt that 4 classess gets old quick. 10 classes is probably a good number to work with, since it allows some variety without making classes too specialized. If you allow players to multi 4 classes, then 4-class players won't all end up with the exact same character as they do in 4 class muds. Has anyone tried implementing a "school of magic" concept (as in the AD&D rules)? I've been thinking about doing something like that so players that start out as simple mages can determine what "flavor" of mage they want to end up as. Sam
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