Race Attribute Maxes

Discussion on running your own board and editing MajorMUD.
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Badness
Posts: 10
Joined: Tue Oct 21, 2014 2:07 pm

Race Attribute Maxes

Post by Badness »

I am considering changing the max stat that can be added to a attribute. I've noticed that with mudrev, all of the stats are maxed at about level 150 and you cant use CP's any more. Is there some adverse affect to raising the maxes?


EpicMUD
Posts: 31
Joined: Sun Oct 27, 2013 4:18 pm

Re: Race Attribute Maxes

Post by EpicMUD »

Stats cannot be raised beyond 250.


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Joker
Posts: 103
Joined: Fri Nov 14, 2014 7:42 am

Re: Race Attribute Maxes

Post by Joker »

Badness wrote:Is there some adverse affect to raising the maxes?
Be cognizant of how you raise stats for each race, and attempt to maintain some balance in the game. For example, if you raise Half-Ogre's strength and health to 250, as well as their intel and wisdom, then every character in your game is going to be half-ogre XXX. I would recommend raising only the primary stat(s) for each race, thus leaving a half-ogre with 60 int and 70 wis. At least this way, if someone creates a half-ogre mage, they will have high hp's, but they will be cursed by excessively slow mana rgen rates and low spell casting. Likewise with all other races.


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BearFather
Posts: 668
Joined: Sun Feb 09, 2014 6:27 pm
Location: Portland, OR
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Re: Race Attribute Maxes

Post by BearFather »

I agree took me 2 months to come up with a system I like. I went and raised there high stat 20, mid stats 10, an then there lowest stat untouched. So now halfling have 60 str but insane agil.


Tkaudi
Posts: 17
Joined: Tue Oct 07, 2014 7:51 pm

Re: Race Attribute Maxes

Post by Tkaudi »

you could always look at altering secondary attributes instead of stats as well, like the dwarf encumb bonus.

For instance people say low str is horrible because of the encumbrance problem with them, why up their str when the str isn't exactly the issue ?

so to say.


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