> > I agree that having level restrictions on object can be good. The > > example given is a good one. However, why restrict the object base only > > on the player's level? Why not other aspects, like the player's stats > > or if you have weapon proficiency in, on that as well (if the object is > > a weapon that is). > > > > These are some good idea's, I might try to work with soemthing like > that. > Having some kind of proficiency, and minimum levels will still be good. > What would you think a good way of implementing it is? > Adding skills for the type of weapon? in which some classes can not use > a particular type? or if used, a negetive to hitroll? something like > that? > any better ideas? > let's not forget to add in types of armor you are attacking against... pierceing weapons against chainmail gain a positive hitroll, etc... +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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