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. 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: Angus Mezick[SMTP:angus@EDGIL.CCMAIL.COMPUSERVE.COM] >Sent: Thursday, March 12, 1998 12:20 PM >To: CIRCLE@POST.QUEENSU.CA >Subject: Re: BAZAAR > >WHOOPS!!!!.... the calculation is >if(!number(0,(GET_SKILL^2/10)+1)) > improve_skill() > >from there I am gonna add in bonuses for other things... >also, remember the last skill gained, and don't increase it until you learn >something else, only 1 learn per tic. 5% per level. >--Angus > > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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