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Article #883Re: Net.rpg: problems with skill tree
From: Magnus Alvestad
Date: Mon, 23 Nov 1992 00:33
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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arc1-ca.pugleaf.net!sparky!uunet!mcsun!sunic!aun.uninett.no!ugle.unit.no!alf.uib.no!alf!magnusReferences:
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!sunic!aun.uninett.no!ugle.unit.no!alf.uib.no!alf!magnus 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) Reply-To: magnus@ii.uib.no 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 Lines: 14