Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Proposing a somewhat Level-Based Skill Caps
Haters please read on before kneejerk reacting.
Now that skill-focusing and skill-fuzzing are in full swing, it's much easier for a player to gain a skill value well above the player's own level, which is fine and intended, but can potentially lead to situations where the player is casting spells or causing damage that should be considered out of range for a player of said level without some serious artificial aid. To nerf these situations without neutering them entirely, I suggest a modified skill cap as follows:
For the purposes of skill use, calculate the usage value of any given skill to be equal to either the lesser of skill's current value or the player's current level (fuzzed, allowing significance). If the skill's current value is greater than the player's current level, also add the difference, but multiplied by a penalization factor (say, 30%).
For example:
A level 10 player (25% to next level) has the following skills:
Maces & Flails at 7.3
Spellcasting at 15.4
Armour at 12.0
Traps & Doors at 3.7
Ice Magic at 10.2
For the purposes of calculations
1) with 25% to the next level, the fuzzed player level 10.25
2) we are using the penalization factor of 30%
Maces & Flails (7.3) would be (SKILL 7.3 < LEVEL 10.25) = 7.3
Spellcasting (15.4) would be 10.25 + (15.4 - 10.25) * 30% = 11.795
Armour (12.0) would be 10.25 + (12 - 10.25) * 30% = 10.775
Traps & Doors (3.7) would be 3.7
Ice Magic (10.2) would be 10.2
What this does (positively):
- Makes access to more powerful skill values tougher without having the appropriate level.
- Allows skill values greater than level value to still be significant at lower level
- Makes gaining levels more significant
- Makes draining penalties more significant
- Actually penalizes felids for losing a level
- Creates a new mechanic for divine opportunities (for example, instead of 30%, penalization factor for Ashenzari worshippers could be a mere 90%; Vehumet could give a magic skill penalty of 60%, etc.)
What this does (negatively):
- Makes calculating ones actual skill usage tougher
- May promote micromangement from those who actively monitor their numbers and would micromanage regardless of this change.
Did I make a lame complaint? Check for Bingo!
Totally gracious CSDC Season 2 Division 4 Champeen!