I have used something like this system before. All I did was allow for a bonus of up to 5exp, on a successful hit, and set it so that you cannot get more than 1/3 of your total exp for the next level. Seemed to work fine at first, but in the end players just happened to level a lot faster, even when I reset the "tnl" to be pretty high. Just my two cents... *goes back to lurking and not posting to the list* PNyhan A+ N+ CCNA CCDA MCP
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Sandi Fallon Sent: Thursday, November 29, 2001 12:34 PM To: [email protected] Subject: Re: per hit XP system? [opinion] In "per hit XP system? [opinion]" Nightdemon wrote: > This is purely an opinion post.. I was considering going to a per hit xp > system and am basically fishing for people's thoughts on this. Let me start by saying I think this is an example of confusing two definitions of 'experience'. The phrase 'experience points' refers to points given for the experiences you have (i.e., killing monsters) according to the difficulty of each experience. The idea of giving points for each hit seems like it's derived from the expression, 'You learn by experience.' This is using the word to mean the total of a person's experience, not the individual experiences themselves. In play, I think the latter will system will allow players to level without ever killing anything, and thus the whole goal of the game will change. Not that that's bad, per se, but be sure it's what you want. Personally, I'd attack the learning system which implies you learn from experience, but in reality no tally of your experience is kept. The system depends on a tiny chance of learning and generally gives the appearance of what it is presumed to be, except when you get better at sword twice in one fight. :) Sandi "I have not yet begun to code!" [EMAIL PROTECTED] blades.inetsolve.com 3333 -- ROM mailing list [email protected] http://www.rom.org/cgi-bin/mailman/listinfo/rom

