I still like the idea of having to pass the check multiple times
before actually gaining a percentage point in the skill.
I think this, in addition to your formula, would offer the players
a long time for growth and development. It also helps to exagerate
skill specializiation.
The only place I see a problem with that is when it comes to spells.
Spells would have to fall under some other system. I'm not sure I
really like the idea of spells being percentage based anyway.
Memorization is one possible solution.
Edward Glamkowski, Programmer Mathematica Policy Research
EGlamkowski@mathematic-MPR.COM Princeton, NJ
http://www.mathematica-mpr.com/
"Dort, wo der Staat aufhort, da beginnt erst der Mensch,
der nicht uberflussig ist..." -Neitzsche
>----------
>From: d. hall[SMTP:dhall@APK.NET]
>Sent: Wednesday, March 11, 1998 3:43 PM
>To: CIRCLE@POST.QUEENSU.CA
>Subject: Re: BAZAAR
>
>// thus on Wed, 11 Mar 1998 12:16:54 -0500, Edward virtually wrote:
>
>>> obcircle: The archipelego code base has a great formula for dedciding
>>>wether
>>> or
>>> not to improve a skill through use.
>>>
>>> GET_SKILL^2
>>> ----------- + 1
>>> 10
>
>> Um, this doesn't really make sense.
>> Unless the use it in a non-convential manner.
>> I mean, if your current skill chance is 5%, your chance of improving
>> is (5*5/10) + 1 = 3.5
>> If you have a 90% rating, your chance of improvement is
>> (90*90/10) + 1 = 811
>
>It might be better to consider
>
> 10
> ------------- + 1
> GET_SKILL ^ 2
>
>Which ranges from 1% (11% chance to learn) to 95% (1% chance to learn),
>it's a relative curve, and it makes more sense. The better you are, the
>less you learn.
>
>d.
>
>
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