February 2005
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Sporky McBeard
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Hulbert, Leland
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Jim Purbrick
- DESIGN: Player pyramid Mike Rozak
- On grouping, thoughts Jeff Freeman
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts John Buehler
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts John Buehler
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts Jason Downs
- On grouping, thoughts Mike Oxford
- On grouping, thoughts Mike "Szii" Oxford
- On grouping, thoughts Peter Harkins
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts cruise
- On grouping, thoughts John Buehler
- On grouping, thoughts Alex Arnon
- Musings on ad-hoc social connectivity as a realtime meta-game J C Lawrence
- More ad-hoc grouping thoughts John Buehler
- [Design] Randomness without Replacement David Kennerly
- More randomness in games Alex Chacha
- More randomness in games David Kennerly
- Focus vs. Scope Mike Rozak
- Bartle receives IGDA "Frist Penguin" Award Koster, Raph
- Bartle receives IGDA "Frist Penguin" Award Richard A. Bartle
- DGN: Mudflation as antibody of a "stain development" HRose
- DGN: Mudflation as antibody of a "stain development" cruise
- DGN: Mudflation as antibody of a "stain development" Bad Mojo
- DGN: Mudflation as antibody of a "stain development" Mike Rozak
- DGN: Mudflation as antibody of a "stain development" Hans-Henrik Staerfeldt
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) olag@ifi.uio.no
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) Adam Spivey
- Attractive Grouping (Was: Focus vs. Scope) Paul McInnes
- Attractive Grouping (Was: Focus vs. Scope) Exar Kun
- Attractive Grouping (Was: Focus vs. Scope) Tasci
- Attractive Grouping (Was: Focus vs. Scope) Kiztent Hatepriest
On Thu, 03 Mar 2005 20:45:45 -0800, Tasci <pubsynx7hye@pacbell.net> wrote:
> You should check out some of the "skill based" MUD code, and even
> some of the pen-and-paper RPG systems. (GURPS is skill based,
> isn't it?)
GURPS is point based, Shadowrun (for example) is skill based.
> One interesting notion, which I haven't seen much, is to have each
> skill cascade onto other related skills, like a person with 40
> sword would have +10 to all bladed weapons, +4 to all melee
> skills, and so on up the chain. One must be careful though,
> because using my example getting a 40 broad sword, 40 katana, 40
> machete, 40 rapier, such a person would pick up a curve bladed
> saber and suddenly find themselves better at it (50) than any of
> the other bladed weapons they actually practiced. ^.^()
GURPS actually deals well with this, with default scores in a
skill. This would actually carry over fairly decently to a computer
based game. Say, for the sake of arguement, each skill level costs
a point. Then if you had katana at 40, you'd have long bladed
weapons at (katana/4) or 10, and if you spent a point, you'd have
long bladed weapons at 11. If you spent 4 points in katana, you'd
have long bladed weapons at 12 (44/4 + 1 point in skill). Of
course, in a pen and paper game, you'd have all sorts of tedious
recalculation every time you spent points in a skill, but computers
are good for that sort of thing.
As you point out, this has applications is all sorts of non-combat
based skills as well.
- Attractive Grouping (Was: Focus vs. Scope) Kiztent Hatepriest
- [bus] Anarchy Online to serve in-game ads ceo
- Middleware pricing Dana V. Baldwin
- Middleware pricing Alistair Milne