A new experience system

From: acb@romeo.cs.duke.edu
Date: Sat 18 Aug 1990 - 09:56:33 EEST



One of the more common complaints about RQ is the experience system. First off, it leads to skill check frenzy, where the player tries to use as many skills as possible to get as many checks as possible. Second off, it causes the players to concentrate on skill check gathering as opposed to the adventure itself. It also requires book-keeping on the GM's part to remember if a player succeeded in a skill that he would not immediately know yes or no. It also doesn't make much sense.

To correct for this, I have eliminated skill checks completely and replaced them with an experience point system. I do not have complex calculations to determine how much a particular encounter was worth; instead, I evaluate the characters' performance and reward based on that. I haven't actually used this system enough to tell what a good number of experience points is for a typical adventure, but in part that depends on your style/power level of play. Players should be limited in what percentage of their points they can put in a single skill, based in large part on what they do on the adventure. You might even wish to give a certain part of the experience as "You get 50 riding experience points, and 250 general experience. Since we didn't do any combat, no more than 10% (25 exp. points) can go into any single combat skill." Note that I think it is perfectly reasonable to have skills like 65.34%, which means you have 34 of the 66 points needed to go up to 66%.

Anyway, the way the system works is: to go from x% in a skill to x+1% requires x+1 experience points. (Thus from 0% to 1% is 1 experience point.) In total, we get this table:

    % cost % cost % cost % cost


    1     1       26   351       51  1326       76  2926
    2     3       27   378       52  1378       77  3003
    3     6       28   406       53  1431       78  3081
    4    10       29   435       54  1485       79  3160
    5    15       30   465       55  1540       80  3240
    6    21       31   496       56  1596       81  3321
    7    28       32   528       57  1653       82  3403
    8    36       33   561       58  1711       83  3486
    9    45       34   595       59  1770       84  3570
   10    55       35   630       60  1830       85  3655
   11    66       36   666       61  1891       86  3741
   12    78       37   703       62  1953       87  3828
   13    91       38   741       63  2016       88  3916
   14   105       39   780       64  2080       89  4005
   15   120       40   820       65  2145       90  4095
   16   136       41   861       66  2211       91  4186
   17   153       42   903       67  2278       92  4278
   18   171       43   946       68  2346       93  4371
   19   190       44   990       69  2415       94  4465
   20   210       45  1035       70  2485       95  4560
   21   231       46  1081       71  2556       96  4656
   22   253       47  1128       72  2628       97  4753
   23   276       48  1176       73  2701       98  4851
   24   300       49  1225       74  2775       99  4950
   25   325       50  1275       75  2850      100  5050

I have found this experience system is good for creating characters: you just build them with a certain number of experience points, based on how good they are. I replace every x1 on the previous experience charts with 40 exp., so the age roll isn't so important. It tends to equalize skills somewhat.

This system also allows for a similar skills system. To work this, I give various skills a relatedness factor. For example, bastard sword is .8 like broad sword. To get your effective skill with the weapon you're less effective with, take the square of the SSM (similar skills modifier) and multiply that by the difference between the skills. Add that to the lower skill to get your effective skill. Training up the lower skill costs (1-SSM) as much.

Thus if you have 80% bastard sword skill and 40% broadsword skill, your effective broadsword skill is 40% + (.8 * .8 * (80% - 40%)), which works out to 66%. It would cost you 20% as much to train up your broadsword skill to 80% as it would if you had no bastard sword skill.

Hopefully by next issue I will be able to combine this with my fighting style concept. I have a fair idea how it should work, but I'd like to flesh out the details before I write it all out.

     -Andrew
acb@romeo.cs.duke.edu


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