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Old 06-06-2002, 07:35 AM   #21
LennonCook
Jack Burton
 

Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 37
Posts: 5,452
Quote:
Originally posted by Melusine:
Um Lennon... I was talking about in-game die-rolls, LOL!
Well, for fighting there`s using stat comparrisons...
For example, if you`re 6 points stronger than your opponent, you might do 40% of the maximum damage implied by the weapon you`re using.
For effects of, say, spells; that would be decided by the DM; or, failing that, the person whom the spell was cast at. This would still allow cheating, but it would make it more obvious if it happened constantly.


Edit for the nested quote.

[ 06-06-2002, 07:37 AM: Message edited by: LennonCook ]
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Old 06-06-2002, 08:10 AM   #22
Glorfindel
Ma'at - Goddess of Truth & Justice
 

Join Date: January 9, 2002
Location: Mt. Gambier, Australia
Age: 36
Posts: 3,337
I know that you want it to be as non-AD&D as possible lennon... but realy I think that no matter what you try it is still going to be somewhat based around AD&D.... I spent a while trying to think of any other way other than dice throwing... and came up with nuthing So in that respect I guess it will be alike AD&D... but anyway...
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Old 06-06-2002, 01:48 PM   #23
RudeDawg
20th Level Warrior
 

Join Date: April 9, 2001
Location: Dallas, Tx, USA
Age: 55
Posts: 2,830
I've got to agree with Melusine. Why try to invent the wheel? The systems you are trying to build are probably already out there.

Quote:
Originally posted by LennonCook:
Ok... hmm... *wracks brains*
Well er... this ones designed purely for the internet ?? (please don`t say there are others like that [img]tongue.gif[/img] )
There are games like that out there. Long before the graphic-intensive games came out, we were using the Net to play. Text-based roleplaying, in a "storyteller" concept, so there was very rarely a need for a random generator. (that's the purpose of dice in PnP, to add the random effect)

These games are still being played today, with a bit more graphic use, of course.

If you'd like to learn how it's done, check the FAQ.

More info can be found by firing up a UseNet (Newsgroups) reader and going to rec.games.mud
Quote:
MU* is the generic term for a group of text-based role-playing games which encompasses MUDs, MUSHes, MUCKs, MUXes, MUSEs and MOOs. The oldest of these games date back to the early 1980s and are best defined as follows:

"A MUD (Multiple User Dimension, Multiple User Dungeon, or Multiple User Dialogue) is a computer program which users can log into and explore. Each user takes control of a computerized persona/avatar/incarnation/character. You can walk around, chat with other characters, explore dangerous monster-infested areas, solve puzzles, and even create your very own rooms, descriptions and items."

Most MU*s work something like this: a person finds a game that suits their interests, logs on and creates a character (usually of their own creation, though some games allow people to play pre-generated characters). Once they have that character, they are able to log into the game and interact with other people's characters.

There are a wide variety of games out there. There are games based on table-top RPG systems (such as Dungeons and Dragons or the World of Darkness series of games), TV shows (Star Trek, Buffy the Vampire Slayer), books (The Dragonriders of Pern, The Wheel of Time), video games (Final Fantasy, Mega Man), as well as games based on original themes developed specifically for the game (Castle Marrach here at Skotos.net is a good example of an original themed game).

MU* games are similar to chat rooms, in that they are a text-based medium where people can meet and interact in real-time. The biggest difference is that unlike chat rooms, players on a MU* can wander through a series of virtual rooms rather than being limited to one main area where everyone who is currently logged in is gathered. This allows for various types of role-play, from private, one on one conversation to public oratory and displays.
[ 06-06-2002, 01:49 PM: Message edited by: RudeDawg ]
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Old 06-07-2002, 02:21 AM   #24
LennonCook
Jack Burton
 

Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 37
Posts: 5,452
Thanks for the info, Rudy. [img]smile.gif[/img]
That realy made me think about this... I`ll get onto my co-admin (none of you know him, i`m sure); and hopefully we`ll be able to come up with something completely unique...
And, yes, my whole idea with this is to be as unique as possible. [img]smile.gif[/img]
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Old 06-07-2002, 02:29 AM   #25
Rikard_OHF
Beholder
 

Join Date: March 4, 2001
Location: Het Hertogdom Gelre!!!!!
Age: 39
Posts: 4,364
Lennon you can't remove the dices
You can't ALWAYS hit and ALWAYS do that exact same amount of damage
ofcourse it is possible but that makes the battles predictible and less exciting
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