It does make the trope name extra appropriate. This results in the counterintuitive situation that wizard-like characters require more food than fighters. In most roguelikes, spellcasting consumes food. If it isn't food, then it's water, or even something more exotic like fuel. This is a key part of most roguelikes.Discworld MUD seems to avoid this altogether.If possible it's best to go into the toughest fights on an empty stomach so you can restore the most HP by binging mid-battle. In LPMUDs, food was used simply for healing, so players would clock-watch their digestion for the opportunity to eat more food. Food is a necessity in DikuMUD and CircleMUD codebases the first consequence is usually that the player stops regenerating crucial health and stamina. On the SWR codebase (a SMAUG derivative devoted almost entirely to Star Wars), consider yourself lucky if the mud in question has any option other than dragging around a mountain of food. On more fantasy-based muds there's usually a plethora of ways of dealing with this thankfully.If you're hungry/thirsty, you'll start taking damage and get an annoying little reminder every time you do. Appears on most MUDs, and can be particularly annoying.The Unofficial Hollow Knight RPG: Food is a fairly major gameplay mechanic, with beneficial traits in the game's Point Build System making your character require more food when you rest and several traits and class features allowing characters to expend Belly for some other benefit. Almost all game mechanics are tied to how well-fed your character is.
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