MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
[MUD-Dev] Re: let's call it a spellcraft
Caliban Tiresias Darklock wrote:
>
[skipped]
> You do NOT want to know how much of the AD&D rules had to be rewritten to
> accommodate the classless character. Suffice to say it was second only to
> the amount of rewriting necessary to do away with separate to-hit/damage
> rolls and replace them with a single roll.
The problem with D&D (or AD&D, for that matter) is (was, I've read your
next message) is that it's not actually a set of _rules_, rather a set
of _exceptions_ from rules (IMHO). It lacks consistency and resembles a
very heavy legalese. It's impossible to formalize.
On the other hand, it's immortal for a very simple reason - easy name
recognition and halo of honor around it ;-)
Side note: have anyone played with non-linear dependencies which can
easily simulate the lack of consistency in [A]D&D world? There was an
excellent example with a logarithm and sinus modulation to the
experience/difficulty of learning curve, is that all?
> Caliban Tiresias Darklock
--
Still alive and smile stays on,
Vadim Tkachenko <vt#freehold,crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are
[ Other Periods
| Other mailing lists
| Search
]