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<H1>[MUD-Dev] Re: skill system</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: skill system</LI>
<LI><em>From</em>: "Andrew C.M. McClintock" &lt;<A HREF="mailto:andrewm#tiger,hsc.edu">andrewm#tiger,hsc.edu</A>&gt;</LI>
<LI><em>Date</em>: Fri, 29 May 1998 06:00:24 -0400</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Jo Dillon &lt;emily#thelonious,new.ox.ac.uk&gt; wrote:
&gt;Andrew C.M. McClintock (andrewm#tiger,hsc.edu) spake thusly:
&gt;&gt; I've been mulling over some ideas for the skill system in my mud (at
&gt;&gt; this stage still no more than a fantastical whimsy) and thought I
&gt;&gt; would bounce the ideas off the list.
&gt;&gt;
&gt;&gt; For each skill there would be:
&gt;&gt;
&gt;&gt; Knowledge (book learning/education) -
&gt;
&gt;[snip]
&gt;
&gt;&gt; Practical application (experience) -
&gt;
&gt;[more snip]
&gt;
&gt;  Presumably you would want to limit the influence of book learning
&gt;over practical application for some skills; trying to learn swordfighting
&gt;from a book would likely not get you very far, the only way to learn it would
&gt;be by practical experience (or would tuition by a fencing master go under
&gt;education? It seems more logical to me to use the same mechanism for
&gt;a fencing master's training bouts as for real fights). Rather than
&gt;using book learning to set the maximum you can learn by actual practise,
&gt;I'd probably have a default maximum value for each skill which would exist
&gt;without book learning, and then allow book learning to give you a small
&gt;amount of practical skill (depending on the skill in question) and raise
&gt;that maximum by certain amount (again depending on the skill in question).
&gt;So for instance, swordfighting would have a high maximum, and learning
&gt;from a book would give minimal practical experience and wouldn't raise
&gt;that maximum. Alchemy, on the other hand, would have a very low initial
&gt;maximum, and book learning would raise actual experience and maximum
&gt;experience by large amounts.
&gt;
&gt;	Jo
&gt;
I was actually intending 'book-learning' to be more all-encompassing than
just knowledge gleaned from reading books-- this would include lessons
taught by sword-masters, and knowledge passed down from generation to
generation by word of mouth. The practical experience would be simply how
much real life use the player had made of that knowledge--you have to have
been shown a move before you can learn the move. Practicing that move would
add practical experience, and using that move in combat would add even
more. I still there there is a distinction between knowledge and
application, no matter how thin the dividing line in some skills. I think
the distinction would then come from how much 'knowledge' will affect
training - reading alot about sword fighting might teach me the theories
involved, but it will do little towards helping gain practical experience.
Alchemy would be a less involved skill in many ways, so reading about it
would enable quicker practical application (though learning alchemy would
be many times tougher than learning a fencing manuever). Thus the balance
for skills would be time-to-learn vs. time-to-master (what you have
learned).
-Andrew

&gt;--
&gt;MUD-Dev: Advancing an unrealised future.


Andrew C.M. McClintock
andrew#moonstar,com    andrewm#mail,hsc.edu




</PRE>

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<LI><STRONG><A NAME="00846" HREF="msg00846.html">[MUD-Dev] skill system</A></STRONG>
<UL><LI><EM>From:</EM> "Andrew C.M. McClintock" &lt;andrewm#tiger,hsc.edu&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00849" HREF="msg00849.html">[MUD-Dev] Re: skill system</A></STRONG>
<UL><LI><EM>From:</EM> Jo Dillon &lt;emily#thelonious,new.ox.ac.uk&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Nested coorindate space model</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00862" HREF="msg00862.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 02:29 GMT
</LI>
<LI><strong><A NAME="00897" HREF="msg00897.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>, 
Jason Goodwin <a href="mailto:wgoodwin#iquest,net">wgoodwin#iquest,net</a>, Sat 06 Jun 1998, 19:20 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00846" HREF="msg00846.html">[MUD-Dev] skill system</A></strong>, 
Andrew C.M. McClintock <a href="mailto:andrewm#tiger,hsc.edu">andrewm#tiger,hsc.edu</a>, Thu 28 May 1998, 12:15 GMT
<UL>
<LI><strong><A NAME="00849" HREF="msg00849.html">[MUD-Dev] Re: skill system</A></strong>, 
Jo Dillon <a href="mailto:emily#thelonious,new.ox.ac.uk">emily#thelonious,new.ox.ac.uk</a>, Fri 29 May 1998, 09:12 GMT
<UL>
<LI><strong><A NAME="00850" HREF="msg00850.html">[MUD-Dev] Re: skill system</A></strong>, 
Andrew C.M. McClintock <a href="mailto:andrewm#tiger,hsc.edu">andrewm#tiger,hsc.edu</a>, Fri 29 May 1998, 10:05 GMT
</LI>
<LI><strong><A NAME="00851" HREF="msg00851.html">[MUD-Dev] Re: skill system</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 29 May 1998, 19:24 GMT
<UL>
<LI><strong><A NAME="00857" HREF="msg00857.html">[MUD-Dev] Re: skill system</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 01 Jun 1998, 14:56 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00861" HREF="msg00861.html">[MUD-Dev] Re: skill system</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 02:13 GMT
<UL>
<LI><strong><A NAME="00865" HREF="msg00865.html">[MUD-Dev] Re: skill system</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 03 Jun 1998, 03:38 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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