<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: Info about different skill systems --> <!--X-From-R13: "Fenivf E. Qnfrl" <rsvaqryNvb.pbz> --> <!--X-Date: Mon, 4 Jan 1999 12:21:02 -0800 --> <!--X-Message-Id: Pine.BSF.4.02A.9901041257550.2105-100000#schultz,io.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.GSO.3.96.990102222436.18385A-100000@uhunix2 --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: Info about different skill systems</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:efindel#io,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00037.html">Previous</a> | <a href="msg00039.html">Next</a> ] Thread: [ <a href="msg00028.html">Previous</a> | <a href="msg00001.html">Next</a> ] Index: [ <A HREF="author.html#00038">Author</A> | <A HREF="#00038">Date</A> | <A HREF="thread.html#00038">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: Info about different skill systems</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: Mud Design Mailing List <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: [MUD-Dev] Re: Info about different skill systems</LI> <LI><em>From</em>: "Travis S. Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI> <LI><em>Date</em>: Mon, 4 Jan 1999 14:20:54 -0600 (CST)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Sat, 2 Jan 1999, Nathan F Yospe wrote: > On Fri, 1 Jan 1999, Emil Eifrem wrote: > > As the guy who coined "Skill Web" I ought to answer this one. There will > be more info if you cross ref my name on your search, but, for now... it > would be unfair to just dangle that in front of you and not add anything > new. So... another informational post. *sigh* holiday break, working and > all, has made me soft... I wasn't going to think mud for another five or > six months. Not to cast disparagements on you, Nathan, but the term "skill web" has been in use in the paper RPG community since at least 1989, and quite possibly earlier than that. The *concept* of a skill web, as you describe it, has been in use since at least the late '70's or early '80's (I'd have to check some references I don't have here to get an exact year). Most paper RPGs, however, either have very small webs or use them only at certain points (e.g., when creating a character). Constant on-the-fly updating, would, of course, be very hard to do with a large skill web in a paper RPG. A skill web or a skill tree, though, is really just a way of expressing the relationships between skills -- it's those relationships that are important, not the expression of them. So, here are a few ways that some RPGs have had skills relate to each other: - Subskills. One skill may be wholly included in another skill. If this is the case, the score in the including skill may be used whenever the included skill is needed, but not vice-versa. This sort of relationship is often shown by a tree, for obvious reasons. Example: a hunting skill might include subskills of tracking, stalking, and concealment. Uses: A good subskill setup makes it easier to list a character's skills, since subskills of a skill need not be listed unless the character is better at them. It also helps prevent cases where a player forgets to take a skill that his/her character should logically have. Notes: A given subskill might be included in more than one general skill; for example, lockpicking might be included under both a locksmith skill and a burglary skill. A class-level system can be thought of as a very specific type of subskill system -- most characters have only one very general skill, which determines how good they are at doing anything. - Prerequisite skills. In order to learn or to use a particular skill, it may be necessary to have other skills. A particular minimum level may be needed in those skills. Examples: In a cyberpunk setting, cyberware installation and repair might have prerequisites of neurosurgery and electronics. In a fantasy world, magical theory might have mathematics as a prerequisite. Uses: Prerequisite skills can be used to enforce a certain order of gaining skills. In a skill-based system, this can prevent characters from acquiring nonsensical skill combinations. It also makes certain skills harder to acquire, and can be used to force players to take skills that they might not otherwise take -- such as mathematics. - Defaults. A character may be able to use a skill that he/she does not actually have a score in if he/she has a related skill. Usually this will be at a penalty. Example: Broadsword skill might be usable as a default for shortsword skill, and vice-versa. Uses: This helps to accurately reflect that may skills, particularly weapon skills, are related. Notes: In a system which has prerequisites, skills may often default to their prerequisites. - Influence. A high score in one skill may help when using another skill in certain situations. Similarly, a low score in a skill may be a hindrance when using another skill under certain situations. Examples: A high skill in acting might be of help when trying to use a disguise skill. On the other side of things, a low skill in horse riding may give a penalty to one's sword skill when trying to use a sword from horseback. Uses: Allowing influences can give more uses for skills that otherwise might see little use. It also allows for a bit more individualization in the way that characters do things, particularly in systems where players are allowed to suggest skills they have that might be a positive influence on actions. Notes: Over-liberal use of influence can get ridiculous -- "I'll use my fiddling skill to help me cook the fish." "What? How are you going to do that?" "Well, first I need to build a fire, and I'm used to rapidly rubbing a stick across something else. Then, I need to keep track of how long things have been cooking, and I can count beats to help me keep track of time..." I've added the rider that influences can only help in certain situations to differentiate influences from those systems which make it cheaper to buy levels in skills that you already have good default skills for. That's all that I can think of in the time I have... other thoughts out there? -- |\ _,,,---,,_ Travis S. Casey <efindel#io,com> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me. |,4- ) )-,_..;\ ( `'-' '---''(_/--' `-'\_) </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00024" HREF="msg00024.html">[MUD-Dev] Info about different skill systems</A></STRONG> <UL><LI><EM>From:</EM> Nathan F Yospe <yospe#hawaii,edu></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00037.html">[MUD-Dev] Re: MUD Design doc (long)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00039.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00028.html">[MUD-Dev] Re: Info about different skill systems</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00001.html">[MUD-Dev] From DevMud: Database module</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00038"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00038"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Info about different skill systems</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="00026" HREF="msg00026.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 03 Jan 1999, 18:26 GMT <UL> <LI><strong><A NAME="00027" HREF="msg00027.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, Emil Eifrem <a href="mailto:emil#prophecy,lu">emil#prophecy,lu</a>, Mon 04 Jan 1999, 01:45 GMT <UL> <LI><strong><A NAME="00031" HREF="msg00031.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Mon 04 Jan 1999, 04:48 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00028" HREF="msg00028.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, Emil Eifrem <a href="mailto:emil#prophecy,lu">emil#prophecy,lu</a>, Mon 04 Jan 1999, 01:45 GMT </LI> <LI><strong><A NAME="00038" HREF="msg00038.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 04 Jan 1999, 20:21 GMT </LI> </ul> </ul> </LI> <LI><strong><A NAME="00001" HREF="msg00001.html">[MUD-Dev] From DevMud: Database module</A></strong>, Greg Connor <a href="mailto:gconnor#nekodojo,org">gconnor#nekodojo,org</a>, Fri 01 Jan 1999, 22:41 GMT <UL> <LI><strong><A NAME="00091" HREF="msg00091.html">[MUD-Dev] Re: From DevMud: Database module</A></strong>, Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT <UL> <LI><strong><A NAME="00213" HREF="msg00213.html">[MUD-Dev] Re: From DevMud: Database module</A></strong>, Greg Connor <a href="mailto:gconnor#nekodojo,org">gconnor#nekodojo,org</a>, Sun 17 Jan 1999, 05:31 GMT </LI> </UL> </LI> <LI><strong><A NAME="00098" HREF="msg00098.html">[MUD-Dev] Re: From DevMud: Database module</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Sat 09 Jan 1999, 04:22 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>