Andrew Fuchs wrote: > I came up with an idea that would add significance to a player's > choice of class, and be an other way to tweak experience. What if > skills associated with a class give the player more experience when > they are used? This could also be taken in the other direction by > limiting the experience players gain with skills not associated with > their class. For example, an evoker will level up more quickly if > they use evocation, than if they used sorcery, bows, or melee attacks. >
This has been discussed before. IMO, it is a good idea. The previous discussion actually had it more general, in that there maybe multiple levels of skill gain. Best way to handle this is by using a field in the skill itself to denote extra gain/penalty (as a percentage). In this way, there could also be special questions, etc, that perhaps give you a better version of the skill, etc. _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire