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. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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