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<H1>[MUD-Dev] Re: Levels versus Skills, who uses them and when.</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: Levels versus Skills, who uses them and when.</LI>
<LI><em>From</em>: "Travis S. Casey" &lt;<A HREF="mailto:efindel#io,com">efindel#io,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 4 Jan 1999 14:37:01 -0600 (CST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Mon, 4 Jan 1999, Jon A. Lambert wrote:
&gt; On 29 Dec 98, Till Eulenspiegel wrote:

&gt; Skill systems keyed off of experience point pools have levels determined by 
&gt; the player expenditure.  For instance in Rolemaster, I can spend 3 development 
&gt; points (generated from an experience point pool) to increase my climbing skill 
&gt; by 5%. The level system here is implicit in the use of measuring skills on the 
&gt; percent scale of 0-100.  Someone with a 55% climbing skill is really a level 
&gt; 55 climber.  They may also have a 25% or level 25 longsword skill.  Hit points 
&gt; in this system are based on racial/species body types and advanced via a body 
&gt; development skill.  

I'd hardly call this a "level-based system" however -- if your definition
is this broad, then *any* system which uses numbers to represent
characters can be called a level-based system.  IMHO, that makes the term
so broad as to be meaningless.

&gt; The games Gurps and Warhammer have what I would call skill trees.  Experience
&gt; is still pooled but character development must follow a branch-like path.  In 
&gt; the Gurps spell system one must learn prerequisite spells before learning more 
&gt; advanced spells.  In Warhammer, skills, special abilities and spells are 
&gt; picked up while moving through a tree-like structure of professions.

GURPS has a spell tree, if you're using the most commonly used of its
magic systems (GURPS actually has several magic systems).  However, its
skill system more closely fits your description of a skill web.

&gt; The question is does such a system place a much higher emphasis on the 
&gt; player's ability rather than their game character?  Is the character's 
&gt; in-game ability a more direct reflection of the players ability to _solve_  
&gt; and/or otherwise optimize the skill web?  Can such a game become more an 
&gt; arcade game of the mental sort (chess) rather than the physical sort (Donkey 
&gt; Kong)?

That depends on how the skill web in question works -- remember, a web is
simply a pattern in which skills are related; there's room for a great
deal of variation in what those webs affect.

Also, in some cases, it may be desirable for a skill web to make some
combinations of skills more optimal than others -- the key is to try to
design a skill web which reflects the way you want your game world to
work.

&gt; Oh oh, yet another silly law...
&gt; 
&gt; "All skill use based systems are experience point based.  It just takes a 
&gt; pedant and a magnifying glass to find them."  - J Lambert.
&gt; 
&gt; Hehe.  Experience points are merely abstractions of skill usage.

I'll definitely agree that this law is silly.  :-)

&gt; One has to take measure of a game's FUN factor from time to time.
&gt; And different audiences (and implementors) use different yardsticks to 
&gt; measure fun. 

Definitely.  I've long said, "Build the game that *you* would like to
play."  Chances are that someone else will like it too, and it's much
easier than trying to figure out what other people would like.

--
       |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'\_) 



</PRE>

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<LI><STRONG><A NAME="00036" HREF="msg00036.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></STRONG>
<UL><LI><EM>From:</EM> "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00016" HREF="msg00016.html">[MUD-Dev] Levels versus Skills, who uses them and when.</A></strong>, 
Till Eulenspiegel <a href="mailto:choke#sirius,com">choke#sirius,com</a>, Tue 29 Dec 1998, 20:58 GMT
<UL>
<LI><strong><A NAME="00021" HREF="msg00021.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sat 02 Jan 1999, 20:00 GMT
</LI>
<LI><strong><A NAME="00033" HREF="msg00033.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 04 Jan 1999, 06:37 GMT
</LI>
<LI><strong><A NAME="00036" HREF="msg00036.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 04 Jan 1999, 19:37 GMT
<UL>
<LI><strong><A NAME="00039" HREF="msg00039.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 04 Jan 1999, 20:37 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00015" HREF="msg00015.html">[MUD-Dev] More Laws</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 29 Dec 1998, 08:28 GMT
<UL>
<LI><strong><A NAME="00017" HREF="msg00017.html">[MUD-Dev] Re: More Laws</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Wed 30 Dec 1998, 06:15 GMT
</LI>
<LI><strong><A NAME="00019" HREF="msg00019.html">[MUD-Dev] Re: More Laws</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sat 02 Jan 1999, 19:19 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00013" HREF="msg00013.html">[MUD-Dev] MUD Design doc - Combat</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 29 Dec 1998, 08:28 GMT
</LI>
</UL></BLOCKQUOTE>

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