Re: Which MUD has the best combat system?
For me combat includes magic spells or class/guild powers. I find that they often are what spice things up. Knowing that those Roots that trapped you are vulnerable to fire attacks for example. (MUME) Or guilds that have all sorts of neat abilities (especially if not copied from D&D) like on GateWay. On the other hand I quite enjoyed the stock D&D classes and spells on the Silly MUDS like Rocky. Variety is nice especially since after a while of playing you will inevitably learn what works and what doesn't. Either that or the older players tell you. Heh. Spoilsports!
|