From: Graeme A Lindsell (gal502@cscgpo.anu.edu.au)
Date: Sun 22 Aug 1993 - 23:34:29 EEST
>
> Dustin Tranberg <dustin@ocf.berkeley.edu> writes:
> > As I recall, it was basically to add the base chance to the skill
> > modifier when attempting experience checks, practicing, etc.
Loren Miller writes:
>
> This was Jonathan Tweet's idea, and I posted it. I think it's the
> cleanest way to handle skill difficulty. It would need a tweak, as
> Dustin admits, for cultural skills and so on, but is basically sound. It
> takes less computation when advancing skills than the current (E/M/H/VH)
> system and doesn't require computation of skill chances during play like
> the performance difficulty systems would. Also, it would force us to
> rethink the skill base chances, which I think are currently troublesome.
This sounds good. The only problem I can see occurs when a skill reaches
100%: the chance of increase of a skill with a high base skill will
be many times greater than that of a low base skill (Of course, this may be a
feature, rather than a bug). For very difficult skills, there may even
be skills with a negative base: you would need a high positive skill
modifier to even learn them, and progress would be slow. A more coherent
set of base skill limits would be welcome too.
Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
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