On Friday, September 12, 1997 3:23 PM, Co-Sysop [SMTP:dmodem@CYBNETONLINE.COM] wrote: <snip> > ObGameBalance: > > I recently added a few levels (now have 71 mortal 4 immortal) and of course > the stock zones don't even come close to being tough enough for higher > level players. So obviously I have been rushing to add new areas (doubled my > building speed thanx to Shadowsoft CircleMUD World Editor [ > www.connect.ab.ca/~rbmstrk ]) but I am afraid that I might be totally > throwing off the balance of the MUD. Does anyone have any hints to help me > keep my MUD balanced? Like how much hp, hitroll, damroll, exp to give mobs > and what stats are a good idea for equipment. I have looked through some of > the stock worlds but I haven't really found a good way to determine what > stats to give objs and mobs. Any input (flames are not input) would be > appreciated. I would urge you to remove hitroll, damroll and weapon dice. Then put in a system where each weapon does a damage type, and base the damage off of the strength of the user. Something like so: A Broadsword does a cutting attack of: SWING+1 A Spear does an impaling attack of: THRUST+2 To get the value for THRUST and SWING see the following table: (All die rolls are on a six sided die.) STR THRUST SWING 5 1d-5 1d-5 6 1d-4 1d-4 7 1d-3 1d-3 8 1d-3 1d-2 9 1d-2 1d-1 10 1d-2 1d 11 1d-1 1d+1 12 1d-1 1d+2 14 1d 2d-1 15 1d 2d 16 1d+1 2d+1 After consulting the table and getting the amount of damage based on strength, add the modifier the weapon gives, then adjust the damage based on the damage type. If it's a cutting attack add 50%. If it's an impaling attack add 100%. So for our Broadsword used by a person with 14 Strength it works out like so: SWING=2d-1 WPN MOD=+1 CUTTING=+50% In this example we roll a 10 -1 = 9 + 1 = 10 Then we add 50% so we have 15 HP of damage. For the spear with a person of 15 Strength it's like so: THRUST=1d WPN MOD=+2 IMPALING=+100% In this example we roll a 3.. +5 = 8 Then we add 100% for an impaling attack giving 16 damage. If you want to stick with the stock AC (I didn't) you could scale the table to fit.. This system is a lot more realistic, and doesn't lend itself to builders having an arms race where they have to create a better weapon than the last guy. I would recommend you create each weapon in the code and let builders pick a weapon to base their weapon off of and just let them use the WPN MOD to add or subtract a bit of damage based on the weapon's relative effectiveness. If you think the system is worthy of elaboration, let me know and I'll post more on it. I wanted to keep this post fairly short though, as not everyone wants to put an entirely different combat system in their mud. --Mallory I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it. - Jack Handey +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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