Humm.. ok.. here we go.. I agree that a simple system is best to use for grasping things, but this is an ONLINE game, where you don''t want people figuring out how to min-max a character. This is the problem with AD&D skills and powers.. as people learn the system, they learn to maximize a character''s output with minimal work. Since AD&D is built around hack''n slash.. it''s not too difficult to figure out what you want the character to do.. kill kill kill.
In the game i''m making, yes.. killing will happen.. but not on the AD&D level. Killing is only nessicary for those who want to kill. There are many professions which neither condone nor accept killing unless nessicary.
Whirlwind - what you say is somewhatly true, the random element does factor in, but only in the way in which the thing gets done. I dislike how AD&D simply says "randomly from 1-20, roll 13 or better to hit!" It''s so simplified, it lacks the real creativity that life has to offer. Yes, you never do something the same way twice unless you are very percise and accurate, which play a factor in how well you do things. The random element CAN be named and made into a real thing. Someone with great accuracy can hit the same place twice.. while someone with great percision can hit in the right way
It''s all about these elements which you don''t usually attribute to your abilities.
Think about sword fighting. If someone slashes, you move to parry or block with a shield. Parrying is a percise maneuver.. go too far, lose your arm, too short, fail to block! shield is something which you can just sorta blindly block with and still manage to do a good job. As for hitting someone, it takes a lot of work. Are you strong enough to use the weapon effectively? are you too tired? Are you tall enough to even hit that point? How accurate are you at hitting where you want to? What it boils down to is probability, which can be measured on a random roll, as D&D does it. The THAC0 literally is your characters chance to hit, probability. What i''m doing is factoring probability back into its roots and going from there. Will it have a random element? perhaps.. if one is needed. Some random things could include tripping, etc.. just like there is in D&D, roll a 1 and you critically miss. roll a 20 and critically hit. Since the game will be skill-based for combat, then it needs to make use of the skills, and not just probability tables. I''m still debating the random element part of it, as to if it would be beneficial to the system. Either way, it''s not going to be the mainstay of the system.. merely useful within it.
And yeah, I''ve got plans to write out things and try them out, however.. the way i''m building the game is not hard-coded.. it''s encapsulated scripting code, so I have to build the actual game once the program for the game is built. This allows me the ability to make several games without constantly starting from scratch. Heck, look at Baldur''s Gate ::shudders:: it was an early attempt to make scripting inside of an engine to allow the engine to be used with other games readily. I''m just suprised it took so long for them to get Icewind Dale out.. hehe
Kylotan - I agree, many times people will simply come up with their own theory about what does what for the character, "no no.. you need more strength," "no, he needs more stamina" etc ad infinatum. I''ve heard it all before, unless the player has the system in front of him and knows it, they will always guess as to how things work.
That''s a very interesting way of looking at leveling.. infinate time to accomplish a task. The only way to shorten it would be character deaths from old age.. hehe
I dunno.. it''s up for debate but we''ve already worked out a good leveling system which allows power players to maximize all the want and those who don''t to enjoy while still gaining levels.
And i believe all games have some form of linear story in which the baddies get harder. Even doom''s creatures get harder as you go, requiring you to have bigger and better weapons and faster fingers. It''s the kinda game where the user''s skill is the skill of the game character. This is an interesting aspect, but RPGs can''t work like that.. it''s fantasy for a reason, and people want their characters to remember things the players in reality normally wouldn''t.. hehe
That''s why AD&D allows DM''s to make wisdom checks to see if a player''s character knows info pertaining to something inside the game world that the player doesn''t actually know. For instance, Elminster is known to all people in the Forgotten realms setting, yet new players wouldn''t know him. That''s where the DM/storyteller aspect comes from.. you tell them what they should know, and allow them to make judgements and choices based on that knowledge. It''s rather interesting, i think
But it shows how people will expect things of their character that they could never do. So, you have to allow the character to do things the player couldn''t.. to a degree. In MMORPG it''s hard to draw the line, since all players aren''t heros, and in fact.. none should be heros above the rest, only way to be a hero is in actions and through training your character. It''s always debatable.. there''s so many routes to take to making the game balanced, and so few have been used. I think that''s why so many people want to make MMORPG style games, and RPGs in general.. there''s a lot more to do than has been done!
J