In article <3qv1jp$r...@diplomatic.passport.ca>,
Michelle Carrier <o...@passport.ca> wrote:
> I am wondering if anyone out there on this newsgroup has any
> ideas for different ways to implement stats and the like( ie
> getting away from the standard str,int,wis,etc). It just seems
> to me like it is a rather stale idea which noone (that I have
> come across) has ever attempted to depart from. Obviously the
> stats as they stand currently have a fair amount of say over
> what a char can do,mana gain, prac gain,etc but how about a new
> system? I'd be curious to hear some of your ideas.
I code for Gohs, where stats are substituted with lists of talents, and
each player can have a variety of them, some with different degrees (i.e
"Strong" or "VeryStrong", etc.). The format has been successful so far,
but somewhat limiting.
If you can come up with some way of describing your players that's
inventive and original - and useful - you've done alot, especially if you
have some coded systems that depend on how you do it (which signifies
"useful" I guess), like combat.
"Stats" could be a broad range of things, so throwing out ideas could take
a long time. With most MUDs, "stats" might include things like level,
skills and alignment (everything I got in my Basic D&D set, back when I
was 10). Traditional and stale can be good, since players know how the
system goes without having to think or read too much.
Alan McElrath