I like this idea, but it simply won't work on my mud, because the % chance of failing on a skill is actually important, read: Oh My Gawd! When players find a skill/spell they have 20% chance of using it, which goes up with usage, not prac sessions, so it takes quite alot of using for it to get up to say 80%. Since this way makes it truly permanent, then the % chance is less important. >Nathan Davies, > > Why not take a look at it in a different way. Instead of >increasing spell duration with multiple castings, why not >take all affect-inducing spells and have them constantly >run on the character, togglable on and off, which simply >reduce the current max_mana of the character. > >Player's max mana: 1000 >Toggle on sanctuary >Player's new max mana: 900 >Toggle off sanctuary >Player's max mana: 1000 > >Not too tough...And this will keep extremely powerful >spellcaster's mana in check if they wish to have all >the protection spells on. Can't beat the system with >sets of equipment that is +age to simply regain hps >faster at the tick as effectively as before either. > >Franco Gasperino >Cutting Edge Communications >http://www.cet.com/ >509-444-INET >awe@cet.com > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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