Adjust max skill levels to a sliding scale

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Wanderer

Recruit
Currently, it's possible to 'overachieve' in two categories of attributes. I believe this can be modified to not kill the lowlevels, but make it difficult to have 'maximum' abilities with a simple sliding scale model.

Make the max level of a skill need an extra point in the attribute, per level, starting at 2. The following chart illustrates this better:

Attribute: Max Skill Level
2 :1
5 :2
9 :3
14 :4
20 :5
27 :6
35 :7
44 :8

So, if you wanted leadership of 8, you'd have to put most of your points into being able to lead a group that big, making you a commander instead of a brawler at the end of your career, and vice versa. This scale would allow for most people to have a decent rounding of skills by 20th level (remember you start with a head start of at least level 5 or 6 in an attribute.), but you'd be forced to heavily concentrate in something to take it beyond level 4, which would be (in my mind) your average 'good' person doing something, based on the levels for horsemanship and weapon mastery.

[Edit: Addendum:

It might be found that if you're explicitly pushing a specific attribute up you end up with 'extra' skill points. These could be re-routed to further being 'attribute' points, thus you lose the skill point but can increase the attribute faster.]
 
Thucydides said:
No way. Most of the fun comes from being an overachiever.

I guess we have different opinions there. :)

Ingolifs said:
oh, i also noticed the pattern of those numbers. 1/2n(n+1)-1

Thank you, had my brain in code all day and it just didn't want to do the math anymore. :)
 
I support this idea because it makes the game harder at high levels, and increases the diversity of high level characters.
 
I don't like this idea and it will probably have the opposite effect then what's intended. Everyone will become a jack-of-all-trades to make the most out of the points they get rather than spend more and more points on a single attribute for a diminished effect (why bother raising only one attribute to 50 to have a couple skills at level 8 when you can raise everything to 20 and have every skill at level 5?).
 
That's can be combatted by just tweaking the numbers a little.

It's the idea I support, not the specific numbers that have been put forward.
 
Tweaking the numbers wouldn't help, increasing costs would only create less variety whatever the numbers are.

If you wanted to reward specialized characers you would do the opposite, reduce attribute costs for increasing skill like this...

Attrib. : Max Skill
--------------------
05 : 1
10 : 2
14 : 3
18 : 4
21 : 5
24 : 6
26 : 7
28 : 8

As you can see, the more points you put in an attribute the higher the payoff in skill max. A jack of all trades who spread his points evenly would probably not be able to get anything higher than 4. Getting two attributes to 28 would mean having the other 2 stuck at 9 or 10.
 
Mehrunes said:
If you wanted to reward specialized characers you would do the opposite, reduce attribute costs for increasing skill like this...

An interesting twist. I must contemplate and meditate. OOoooohhhmmmmmmmm....
 
Mehrunes said:
Tweaking the numbers wouldn't help, increasing costs would only create less variety whatever the numbers are.

If you wanted to reward specialized characers you would do the opposite, reduce attribute costs for increasing skill like this...

Attrib. : Max Skill
--------------------
05 : 1
10 : 2
14 : 3
18 : 4
21 : 5
24 : 6
26 : 7
28 : 8

As you can see, the more points you put in an attribute the higher the payoff in skill max. A jack of all trades who spread his points evenly would probably not be able to get anything higher than 4. Getting two attributes to 28 would mean having the other 2 stuck at 9 or 10.

Now this I'd support. It actually makes sense. The current system drives you to have a very know-it-all character.
 
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