Actually, for spells i took out the notion of gaining percentage in the spell.
All spell casting is a flat 90%. you have power levels(1-10). a level 10 magic
missle is more powerful than a level 1 fireball. but a level 10 fire ball is
really mean. it takes a number of succesful improves to be about to practice
the next level of the spell. (5 for now)
i used the formula 1+stat adjust in (present_level*10)^2/10 + 1 chance to gain
an improve point. with a max gain of 1 power level per level and you can not
gain in the same skill/spell/prof twice in a row. Seems to work pretty well...
now just to get the players in.
--Angus
______________________________ Forward Header __________________________________
Subject: Re: BAZAAR
Author: INTERNET:CIRCLE@POST.QUEENSU.CA at CSERVE
Date: 3/12/98 2:27 PM
Ah, now THIS makes a lot of sense.
Makes it *REALLY* tough to get the highest scores in skills.
I still wouldn't apply it to spells though.
Here's an idea for spells: break up the spell list into levels, like
the AD&D spells (so, mage spells are level 1-9, cleric 1-7, but you
are, of course, free to pick whatever scheme you want :)
When you learn a spell, you always cast it at 100% skill level, BUT,
in order to learn it, you must spend a number of practice sessions
equal to the level of the spell.
So, to learn a first level spell (say, magic missile or detect magic),
you only spend one practice, but to learn a fifth level spell (teleport)
means you have to use five practices on it.
This can be modified in all sorts of ways, but I rather like the basic
idea.
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