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It seems to me that trying to make a computer game match exactly AD&D is a bit odd. I understand perfectly making a MUD's rules match AD&D's rules, the character generation, skills, combat, etc... But, I don't understand why you would want to constrict a computer game down to a pen and paper level.
The way I see it, AD&D has and always has had some "over-simplification", simply because some things are just too unwieldy with pen and paper. Many people say that 3rd Edition's greatest strength is to make things even simpler. I don't know, I've never played it, but I just don't like it in theory due to some of the things they did concerning limitations, player races and whatnot. But anyways...
The problem with any kind of grid-combat system is that those aren't meant to be used in a room-based environment. If I'm on the west-most "square", and the fellow to my west is on the east-most "square" of his room, why can't I stab him? Why do I have to change rooms, even though he's right next to me? And when I end up in the room, presumably on the east-most side, would I have to tediously walk across the room, square by square?
I think that the problem there is that you're extremely rapidly approaching the limits of not computer games, but text-based computer games. You're starting to talk of 3D (or at least 2D) combat maneuvers, the representation (to the player, not in-game) of which is quite simple in a 3D world, but mind-boggling in a text environment.
If I were you, I would choose which rules of AD&D are not feasible with only text, and which rules can be adapted to better suit the power of your environment.
For example, one thing that computers do very well is number crunching. All those simplifications that AD&D makes can be removed because you no longer have to roll the dice yourself. Even in the case of initiative, a player walking across the room wouldn't feel it, because the actions would all perform seemingly instantly; the computer only determines which order. If you have turn- or round-based combat, you probably want the whole world time to be round-based, if anything for sanity reasons. But really, a player probably wouldn't really need to "feel" the initiative, it would all be done behind the scenes.
So, to summarize, I think that before you launch into a large-scale AD&D-rules-server project, you should do an analysis of which rules you should ditch because of text-only limitations, and which rules you should "improve upon" due to the power of having a program do all the "dirty work" of dice-rolling for you. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | top |
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