> I don't understand it... Is CircleMUD stock with a 10 to -10 AC system? > Where is that defined? I'd prefer something like 300 to -300 that way item > and spell affects would be a little more.... uhm I'm not sure of the word, > so I'll just say that they'll be a little more ;) Remember, simply playing the multiplication game gets you nothing; except balance issues with zones. If -300 ac is the current day equivilent of -10 ac (I'll assume you update your to-hit tables, fight subroutines, etc, so the change makes sense without having +300 hit/dam swords), you haven't changed anything really. Don't forget to run through and fix all your spells and pre-existing items so they more accurately represent this range.. if 'armor' only takes off 10 ac, in the new system people won't even bother casting it. On the other hand, I did once whip up an AC system which ranged from 0 to 200 ac,200 = tank. Based on a ...uhm.. lets call it thac0, since it's the same concept, you had your random factor which ranged between 0 and 99. That's right, without bonuses, modifications, etc, you didn't have the ability to 'hit' above 100 ac (baring special attacks). Of course, 'hit' was determined by differences in skills of the characters fighting, whether it was a glancing blow, a dodge, something affecting armor instead of the player (or vice versa). By figuring out how far from the goal they had hit or missed they had a chance (always) for a critical failure, or (sometimes, rare or special weapon caused these) critical hits. I hadn't quite got around to adding all the critical types, since this mud hadn't (yet!) had limb damage & removal, or bleeding. PjD -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/06/01 PST