On Thu, 22 Jan 1998, Edward Glamkowski wrote: > >Along those same lines, is anyone else as frustrated with the general > >level of 'throwbackiness' inherit in muds? Why are there player 'levels'? > >Why are rooms separated by 'zone', and not loaded statically into a grid > >array? Why in god's name do we still have 90% of all muds using those same > >tired six stats for characters? > > Because that's the way Diku was, which was based upon AD&D, and that's > how AD&D is... ;) > > Okay, I've got a newbie-ish question to this, maybe not so newbie, who knows... How has everyone determined the hit and damage die for their mobs? i.e. How do you know that a giant orc hits 4d7 damage? Or a weapon for that matter? Is there some really simple explanantion (other than buying an AD&D book that lists the tables) that would help me figure this out? I know the basic principle behind it, and know how to figure out the average damage that such a hit will do, but I guess what I'm asking is how can I make up a table for builders so that _they_ know what damage to put with xx level mob? Thanx! -- Mike Schlagenhauf mschlag@cs.purdue.edu "A friend is a person who sticks with you through all the trouble they've caused you..." -- Marylin vos Savant +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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