>> >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! Uh, that's actually not from AD&D... ;) It is not a perfect rip-off of the game, and it shouldn't be, but much of the underlying principles are. Check out the defs.doc in the doc/OLD-DOCS directory. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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