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Article #883

Re: Net.rpg: problems with skill tree

#883
From: Magnus Alvestad
Date: Mon, 23 Nov 1992 00:33
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I will outline my thoughts on the subjects.

While a stats/skill tree may be unwieldy if used unwarily, I think it
will be efficient if used wisely. For example, all complicated
calculations would have to be done at Character Creation time. We can
make C.C. take quite some time, especially when playing at the
complicated levels of detail.

Also, with the system I proposed, choosing skills and then using the
skill scores to calculate the broader skills and stats above them, you
can have quite a large potential tree, using only a small part for
each character. 

-Magnus
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Message-ID: <1992Nov23.003310.11371@alf.uib.no>
Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!sunic!aun.uninett.no!ugle.unit.no!alf.uib.no!alf!magnus
References: <1992Nov19.193039.22538@crd.ge.com> <1992Nov20.065414.23685@psych.toronto.edu>

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Newsgroups: rec.games.design
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From: magnus@bark-fddi.ii.uib.no (Magnus Alvestad)
Subject: Re: Net.rpg: problems with skill tree
In-Reply-To: john@psych.toronto.edu's message of Fri, 20 Nov 1992 06:54:14 GMT
Message-ID: <1992Nov23.003310.11371@alf.uib.no>
Sender: usenet@alf.uib.no (Bergen University Newsaccount)
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Organization: UVBS -> SFK/T-DSA / SOPS - HOS / RNoN
References: <1992Nov19.193039.22538@crd.ge.com> <1992Nov20.065414.23685@psych.toronto.edu>
Date: Mon, 23 Nov 92 00:33:10 GMT
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