Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: Notesfiles; site ea.UUCP Path: utzoo!watmath!clyde!burl!mgnetp!ihnp4!inuxc!pur-ee!uiucdcs!ea!mwm From: mwm@ea.UUCP Newsgroups: net.games.frp Subject: Re: about spell point systems - (nf) Message-ID: <3600004@ea.UUCP> Date: Mon, 28-May-84 23:03:00 EDT Article-I.D.: ea.3600004 Posted: Mon May 28 23:03:00 1984 Date-Received: Sat, 2-Jun-84 08:44:01 EDT References: <835@sdcsvax.UUCP> Lines: 21 Nf-ID: #R:sdcsvax:-83500:ea:3600004:000:645 Nf-From: ea!mwm May 28 22:03:00 1984 #R:sdcsvax:-83500:ea:3600004:000:645 ea!mwm May 28 22:03:00 1984 /***** ea:net.games.frp / sdcsvax!mr-frog / 10:24 am May 26, 1984 */ <> Spell point systems are really neat -- except that they put even more emphasis on high character stats. Dave Pare [ucbvax | dcdwest]!sdcsvax!mr-frog /* ---------- */ Not always. The system I developed (and play) gives each character a "seed" amount of spell points. You then "bought" knowledge of spells by spending time, $'s and ep learning them. Every ep point you spent learning spells turned into one spell point per day. Thus, having good stats wasn't as important picking up ep/$'s. This encouraged people to be bloodthirsty, but that's always a problem.