> Actually, neither of these is done well at all. How many of you >actually adjusted each when you made your MUD level 50 or 100? I have >noticed no one does it. The Thac0 system in Stock circle is made for 30 >Levels. You hit 0 Thac0 at about level 20 (I could be off, but its around >that). That means that you are as attuned a fighter as you can be without >magical asistance at level 20. Doesn't make to much sense. > As for Saving Throws. These are even worse. Thac0 is at least >manageable if you spread out the scores when you increase the levels in >your MUD, but Saving Throws are horrid right in the beginning. You really >should not be able to have a - saving throw, however, since the game >allows it, I guess you have to work with it. It is so ridiculously easy to >get all your saving throws to 0 before you reach level 10. This absolutely >should not be. At that rate, you are almost guaranteed of making any >saving throw. It seems making them are a given, which it shouldn't. > I think as a whole, Saving Throws need to be completely redone. > #include <Ryan.G> I know what you mean. As well if you look you will notice that the cleric actually has a -better hit table than a thief-. As for the bottom of the curve dropping off at level 20, original diku was made for 21 mortal levels. I guess these tables were never more than just quickly hacked for 30 levels. At this point, even working it out with a DM's guide next to me would cause some problems. I've just implemented multiclass, which means quite a few to-hit tables added. The thought of editing them all makes be cringe. -Jac 'Heh maybe the best solution would be to go back to 21 levels' +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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