Saturday, June 12, 2010

Protosal: What I learned from Experience.

Add a new Rule to the Ruleset.  Call it “Experience” and give it the following text:

Each @ has a certain number of Experience Points, tracked in the GNDT under the column “XP”.  An @‘s Experience Points are initially 0.  Each @ also has an Experience Level, which is initially 1.  This may also be tracked in the same column.  If it is, the two values must be separated by a slash with the Experience Level first.  If an @‘s Experience Level isn’t tracked in the GNDT, it is assumed to be the smallest Experience Level with a Threshold greater than their XP.

An @‘s Experience Level is always at least 1 and at most 30.  Each possible Experience Level value has a Threshold associated with it.  The Threshold for Experience Level 1 is 20; the Threshold for Experience Level 10 is 10,000; The Threshold for Experience Level 20 is 10,000,000.  The Threshold for every other Experience Level is twice the Threshold of the previous Experience Level.  Whenever an @‘s Experience Points is greater than or equal to the Threshold for their Experience Level, they Gain a Level.

When an @ Gains a Level, roll DICE8, add 1 and increase their HP and Max HP by the result.  Their Experience Level increases by 1.  Then, if their Experience Points are greater than the Threshold for their new Experience Level, their Experience Points are set to one less than their new Experience Level’s Threshold.

Whenever an @ kills a Monster, he gains Experience Points equal to that Monster’s XP times the total damage done by that @, X divided by the monster’s initial HP, Y (X/Y).

In the Rule entitled “Monsters”, change the text

each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).

to

each one has an internal ID, a name, an initial number of HP, an amount of Damage, which is two integers (a number of Dice and a number of Sides), a speed, intelligence, and possible special effect(s) as defined by rule 2.4 for that specific internal ID. A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

This hopefully fixes problems with XP sniping as voiced in comments to Bucky’s proposal. It also enables the RNG to specify more values for monsters that are created, with the values corresponding to the basic monster’s list in rule 2.4.

Please comment as I am sure that this isn’t foolproof, but I want some progress to be made on experience.

Comments

Freezerbird:

12-06-2010 15:19:01 UTC

against I might be missing something, but it’s still the one who dealt the final blow who gets the experience, and so this doesn’t discourage sniping. There’s no point me doing all the hard work in weakening a monster only for me to run out of attacks and someone else finish it off - I get no experience for that.

Galdyn:

12-06-2010 23:03:12 UTC

I see what you mean the actual text for getting xp is still only triggered when an @ kills a monster and than only for that @.

this text
“Whenever an @ kills a Monster, he gains Experience Points equal to that Monster’s XP times the total damage done by that @, X divided by the monster’s initial HP, Y (X/Y).”

should be changed to this text
“Whenever an @ kills a Monster, each @ gains Experience Points equal to that Monster’s XP times the total damage done by that @, X divided by the monster’s initial HP, Y (X/Y).”

how does that work?

lilomar:

13-06-2010 03:17:00 UTC

against the current text
for your suggested version arrow

Anonyman:

13-06-2010 14:58:07 UTC

for to the amended version,  against to the current one.
Lilomar, you need to revote, as currently your for vote is counting as your vote.

lilomar:

13-06-2010 15:25:27 UTC

This isn’t a votable matter anyway, so as long as my voice has been heard it doesn’t really matter.