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Re: No math in games, thanks

Yes, it IS put in practice. I didn't copied the concrete rule because I just wanted to point out how the exact same pattern was simulated.

I don't have the rulebook under my eyes, but if I remember correctly you have a simple percent value on a skill. As you use the skill during an adventure you "check" the box next to it on the character sheet. Then, at the end of the session, you roll a 100 dice. If the roll is above the value you have in that skill, the skill improved and you roll another dice to see how much.

This means that the more the skill goes up, the harder it will be to roll above it and improve it. The rulebook also considers "grand mastery" and skills going above 100%. And you can finetune all these aspects as you like.

My "dream mmorpg" is actually based on the exact same ruleset even if now I have different plans about the combat and the skills, but you can find my old ideas here. When I brainstormed about the herbalist skills I also designed a system that was versatile and still directly usable and transparent for the players.

The pen&paper games were already there and were already MUCH more advanced and elaborate than every mmorpg out there. And without any of the added complexity.

This isn't a detail. This is a fundamental mistake that the great majority of the developers and designers out there aren't even remotely considering. It is important both for the players (so that the systems are "readable" and not obscure) and the developers and designers (so that the code is much easier to maintain, understand, test and expand).

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