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Re: [MUD-Dev] Character evolution
clawrenc#cup,hp.com wrote:
>
> In <33f80ad0.58413259#relay,mnsinc.com>, on 08/17/97
> at 08:05 AM, caliban#darklock,com (Caliban Tiresias Darklock) said:
>
> >I'd suggest an 'edibility index'. Any given type of food is X percent
> >edible -- with a cook adding that percentage of his cooking skill to
> >it, and a survivalist likewise. (Poison is poison, and rotten is
> >rotten. You can't just take tree bark and turn it into a feast; if
> >it's 10% edible, you get to add 10% of your skill to it -- even the
> >best cook can never more than double the edibility. And no
> >survivalist can reasonably expect to go out and eat poison ivy for a
> >week.)
>
> There are many foods which are poisonous when eaten unprepared, but
> are quite nutritious when prepared properly. I'd suggest transofrming
> the object type for these cases.
This is... quite rightly... a special case. But remember, if you have
*too many* special cases -- you're doing it wrong. ;)
- Thread context:
- Re: [MUD-Dev] Foods (was Character evolution), (continued)
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