DraQ
Arcane
Ok, I've just sat down and thought it through (sorry for not doing it earlier).My bad, 4h of sleep take their toll, it seems.You can always operate on base, unmodified probabilities. It even makes sense - you shouldn't try to adapt your style to temporary buff or debuff, because they are temporary. Adapting to them won't benefit your ability as whole. If someone hangs heavy wieght on your forearm, it will impact your ability to use sword, but if you are good, you will know already why you have failed this time and adapting to it won't help your overall swordfighting skill.Player will just manipulate his success chances by wearing/removing gear, buffing/debuffing himself and target (if applicable), etc, to have 50% chance of hitting a mudcrab. Or set spell duration exactly, so he can have 50% chance of summoning scamp.
Skill advancement should depend not on chance of success/failure, but on raw challenge level (i.e. level of enemy, complexity of door lock, etc), raw skill level of player, and resources spend on attempt (time, stamina, mana, money, etc)?
When it comes to spellmaker, it really depends on how magic is implemented. At worst you can use costs to plug the holes.
In the end it's like in this joke about the effectiveness of .22 when chased by a bear - you don't need to shoot bear, shooting whomever else is running from it in the knee will do just fine.
Similarly here, you don't need to make your system airtight, you just need to make the desired way to play the game easiest, cheapest and most effective exploit player can use.
So let me get this straight- the amount of skill gain for a success is proportional to the chance of failure, and the gain for failure is proportional to the chance of success.
But this EXCLUDES modifiers.
So if I give myself a -20 to hit penalty and hti a mudcrab and miss, I gain eleventy billion xp because my hit chance should be 100%.
Only you're describing that the outcome should be the other way around, i.e. it's actually based on the modified skill. But if it's based on modified skill, then you can still train up by giving yourself penalties, it'll just be slower. Moreover, giving yourself bonuses would ultimately be pointless since your skill is going to balance out based on your modified skill. So a +20 sword just means your skill is 20 points shittier later on and it effectively gives no benefit at all.
Will respond tommorow with (hopefully) more lucidity on my part.
Now, I don't see any simple fix for that as long as we are operating on individual failure and success level (yet?).
However, do note that our goal is to have P(q)*P(~q) as our expected experience value (well, 1/2 of that, but meh, constants) and we can still do that - take base, unmodified probabilities and simply give player P(q)*P(~q) experience regardless of outcome. Done and done.
A *slight* bit more abstract, but doesn't really damage our use-based system as a whole.
On the upside, you can also used thus modified system for skills without actual failure states, because we no longer need actual probabilities - only stuff behaving like them. As long as we can still assign some measure of difficulty of a task - then we can just assign arbitrary probabilities based on this difficulty score. This frees us to use deterministic mechanics, straight roll probabilities and complex mechanics (probabilistic or not) as we see fit in our skill system.
You can also use the above as probabilistic mechanics - instead of using the above formula to calculate XP, you can use it to calculate probability of getting some fixed XP - statistically the outcome will be the same over time, but it may work better in some systems I'll detail below.
Of course acrobatics that can be raised by just bunnyhopping and similar shit is still out - drop whatever they are supposed to do directly on attribute scores.
I would also ditch free to use skills like sneak (as in moving undetected, not other stealthy activities) also relegating them to attribute checks accounting for modifiers, because there is no real cost associated with sneaking, you can always try it to get a drop on the enemy, even if you fail.
I'm not sure it would be all that necessary, though:
-cost in potential might be a sufficient deterrent
-you might try to include mechanics that makes sneaking undesirable, but it's tricky. The best shot would probably being non-berserk hostiles and neutrals acting with extreme prejudice towards what they deem suspicious. For example even with enemies walking up within certain distance of them openly might make them hold hostile actions, for example hoping you might parlay with them or otherwise let them benefit without risk of some of them getting killed, OTOH doing suspicious stuff - like getting detected sneaking, nocking an arrow or starting to cast any spell would invoke immediate hostility.
I think one very important thing Daggerfall did *superbly* well was not telling the player everything they wanted to know. Disease notifications were hidden until the PC actually started feeling ill, skill increase information was withheld until rest and so on.Daggerfall
This is actually the case where Probabilistic mechanics I mentioned above would work much better than direct scaling of XP and I'd personally go with such system.
Definitely. I just intend to eliminate the LARPing part by sealing the system up against munchkins, but without breaking the simulationism or freedom.I'd say DF was designed with simulationist and, oh well... LARPing players in mind and less with number-crunchers and completionists.
Skyrim lowered these requirements a bit (maybe to make it possible for players to become good at something through natural gameplay and not just through grind?) and as a result players became gods in a matter of hours via smithing.
Well, actually Skyrim did do some things right. For example it introduced a lot of context checks for stuff. For example protective spells onlyu make your skills go up when you're actually hit by something they are supposed to preotect you from and so forth. It's just that you can't really squeezee much context into something like smithing and without some difficulty measurement use-based system just can't work right.
I'm ambiguous towards unused stuff decreasing with time. On one hand it seems reasonable enough.
OTOH some part of me is just screaming in horror when I think about it and, much more importantly I'm deeply awerse to the idea of character development being reversible, so such system should make meaningful distinction between skill that has deteriorated and one that hasn't been raised yet.
Adressed and debunked (scaling gain with magnitude of 'effect' caused and previous part of this post respectively).The issues that must be addressed with this one run much deeper than just those who want to abuse the system. As others mentioned, even if I am playing normally, under this system, it becomes to my competitive disadvantage to ever use a more powerful weapon or any buffing items because they will lower my skill gain, making me a less powerful character by the endgame.
-Player skill should not manifest itself in effectiveness of grind, if it does, system is pathological. Eliminating such influence is desirable and intended.Somebody who is sucky at the game will have lower skill level in the primary skills, but will gain experience faster than someone who knows what they are doing and whose skills are thus higher. And so, these two players' stats will trend towards being the same, thus weakening the importance of player skill, and making it seem that much more like one's choices don't matter in the game. Everyone will be the same anyways.
-If one player has more skill points for whatever reason they are still ahead of the other one, becuase they will have progressed when the other player reaches their current position and equally slow development rate.
-Player skill should manifest in chosing the right combination of build and approach to in-game challenges. Poor players will be doing poorly because they will fail to develop build they would use well and fail to use build they will have. They will also fail numerous other layers involving decision making, tactics and resource management.
-If character development is bounded and this bound falls significantly below everything maxed out, then characters will differ and keep differing.
Ever tried hitting turtle? It's easy. They are more difficult to damage, but you can account for both. Lastly, I don't think any melee skill should be purely defensive or offensive. Fighting with sword doesn't involve just hitting stuff with it. Two expert swordsmen fighting against each other won't be hitting each other with every swing regardless of their skill and system should reflect that in the way its combat mechanics work.There is also the tiger/turtle conundrum. A turtle will earn me more experience than a tiger, even though it is no threat, because the turtle is harder to hit.
More or less adressed above, exact nature of how it's adressed would have to depend on how combat works.Similarly, an enemy with a small bonus DEX will earn me more experience than that same enemy minus the DEX but with a ginormous STR.
Trivial to adress through either XP/use scaling with skill (already used since forever, even in TES), scaling XP dynamically with effect caused damage (at whatever point of calculation - base or after reduction, which will make turtles especially poor punching bags).If there are different weapon speeds, faster but low-damaging weapons will earn me more experience than slower, high-damaging ones.
Conclusion is false or at best unjustified with presented reasoning due to the latter's faultiness.It becomes in my best interest to use all primary skills as dumps, since they will soon be going up fast.
Why and how? You can't just throw unsupported statements around and expect to go away with it.TES skill system is just to complex and messy for train-by-use to work.
I thought you've just said something about TES system being messy.If it is not possible to tell what skill was used, give some free skill points instead.
Will need some work at places (such as adding Doctor and Outdoorsman skill sources), but because there are no spammable sources of exp, no mandatory scaling enemies, and it's easy to say what skill was used, it would work.