[Ar-list] Thoughts on various matters
John W. Pierce
jwp@r2systems.com
Wed, 5 Dec 2001 14:14:20 -0800
Myself:
> >
> > a quasi-realistic manner. One thing to note for a computer game
(CRPG or
> > MUD) is that it's trivial to alter ("tune") the exact shape of the
> > curve, have different curves (equations) for different classes, etc.
> > This is quite useful. For example, re-learning a skill is much
faster
> > than learning it the first time.
Altrichter Ferenc:
>
> I'm not sure that I understand what you mean - is it that the
> attributes that the skill depends on also improve, when the
> character learns the skill the first time, therefore s/he can
> roll on a better target number?
I was refering to modeling real world effects, where use of a skill does
improve the specific neuro-physiological "attributes" upon which
proficiency in that skill depends, and where decay in those "attributes"
is slower than their improvement, and where "re-improving" them is
faster than their initial acquistion. Consider: You can perform some
skill at the 50th percentile level of proficiency. You practice
improving the skill for two hours per day for six months, and this
raises your proficiency level to the 60th percentile. You then cease
using the skill for some period of time, after which you start using it
again. Upon again using the skill, you find that your proficiency level
has decayed back to the 50th percentile. If you now practice two hours
per day at improving your proficiency, then in the general case it will
take you less than six months to return to the 60th percentile. (I'm
aware of the various hidden assumptions in this paragraph.)
I certainly wouldn't worry with this in an pen and paper RPG. It
wouldn't be worth bothering with in a computer-mediated game if it cost
any significant amount of computational time or wasn't trivial to
implement.
-- John W. Pierce, R2 Systems
jwp@r2systems.com