I’m curious if anyone has implemented or played MUDs (or other games) that do not implement the classic experience per level method of character progression.
My thoughts on balancing out classes and non-combat characters and avoiding combat-awarded XP is to do two primary things:
- Skills are not progressed by % but rather a raw numerical level (Sword Level 5 instead of Sword 40%, etc).
- Requirement to Level a Character is Character Level x 10 Skill Levels
IE - Level 3 requires a total of 30 Skill Levels (Such as six different skills at Skill Level 5 = 30)
This way crafters only need to advance their craft skills, healers can simply heal and gain levels, etc.
When it comes to items and equipment…
A Level 10 Sword Item, requires a Skill Level 10 to use to its full potential.
For the sake of avoiding class vs class-less, and levels vs level-less, I’ve already mapped out simply allowing all four in the game at the same time, but characters must select the type up front (or convert through an in game cost).