Re: [CODE] [NEWBIE] exp

From: Rick Glover (magik@THEGRID.NET)
Date: 11/02/98


CircleMUD experience is based off of Advanced Dungeons and Dragons(tm) by
TSR/WOC.  You can see the tables in class.c under level_exp().  Normally
experience to level is based on how many hit dice the class has, thaco chart
it uses, saving throw chart it uses, armor allowed, different races allowed,
weapons allowed, hit point beyond 9th level, and all the special abilities
they get and whether or not they are staggered throughout their different
levels.  (i.e. a paladin getting the ability to cast spell later in levels)
On your own particular MUD you'll have to judge each class individually and
assign a more difficult experience table to those that have more of what I
listed.  Or, if you go away from an expierience system, make skills advance
slower according to the info above or have a lesser maximum than other
classes.

Rick

-----Original Message-----
From: Igor <imestric@PUBLIC.SRCE.HR>
To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca>
Date: Monday, November 02, 1998 2:15 AM
Subject:  [CODE] [NEWBIE] exp


>Well i have a rather silly question:
>
> About the exp in circlemud.
>
> Since i'm not good at the one thing that mud depends on i would like
>to know something about the balance of expirience to level.
>
>Is there a routine or some mathematic calculation or a system with which i
can
>fairly adjust the expirience needed to level or do i have to manualy
>guess what would be the best as i see it??


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