[MUD-Dev] Exponential experience points and levels

Jesus Lopez jelorol at yahoo.es
Wed Jun 30 15:28:27 CEST 2004


This interesting method of XP granting is closely related to
skill-driven systems. I have worked for some time on a set of rules
where all actions taken by characters (either active or pasive
actions) are related to an specific skill. A success performing that
action means a reward proportional(or exponential) to how difficult
it was for the character to overcome it.

For example, a action were the success chances were 50% for a
character would provide x reward points (let it be XP, skill level
increase, karma, etc.), whereas for a lesser skilled character with
only 10% success the same success would mean a 10x rewars points.

On the other side of the spectrum, actions near to 100% success
would provide little or no reward at all.  This, combined with a
"forget if not used" mechanism would force players to face proper
challenges from time to time, and would render those "kill 10000
rats for 1 XP each" strategies completely useless.

CRC.
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