From: Graeme A Lindsell (gal502@cscgpo.anu.edu.au)
Date: Thu 17 Jun 1993 - 21:33:24 EEST
Reply to Oliver's new training system:
This looks like a great improvement. The inclusion of the skill
modifier in training is a very good move: I've always been puzzled
as to why modifiers affect experience but not training or research.
The simplified maths is a blessing as well: I've had to put together
training tables to use in our epic "3 seasons off" training
extravaganzas. Assuming 10 hour days, the training times are the
same.
One suggestion: rather than Time in Days = (skill/10) - (mod/10),
why not Time in Days = (skill - mod)/10 to avoid problems caused
by rounding off twice. In this formula, even a small skill mod
will have some effect.
Are their any plans to simplify characteristic training? The RQIV
draft system is superior as it doesn't penalize people who start at
a high stat but bases it on how far one has progressed, but the maths
are a bit complex.
As for natural armour, half integer strength bonus as full natural
armour seems to work better than my system of "only applies against
natural weapons or if wearing armour on top". Note that this will
change the monster write ups: a horse has average siz 32, str 32,
so damage bonus will be 64/5 - 5 = +8 (rounded up), natural armour
+4 (as opposed to 2 points currently). How does this sound to everyone
else?
I was opposed to the Original Pow mod at first (why is it the only
stat which doesn't affect mods during play), but it is a useful
simplification. If you say that original pow is something like
"soul size" and later pow is "soul strength" it sounds a bit less
grating.
Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
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