XP and learning - opinions?

Thanks Kevin, for the insight on design intent. My main goal with this proposal was to make things less broken, and secondarily to make them more fun. Sounds like I may have missed some of the intended theme/atmosphere with my attempt to fix what I consider an obvious (albeit hidden) flaw with numbers, though.

My main frustration was actually that skill comprehension sounds like this amazing thing (3 point trait!), when… it really isn’t, IMO. Too much or not enough downtime is something that can be tweaked, whereas I feel like there are systemic limits to skill comprehension that get brought to the fore when Fast Learner comes into play.

Honestly, my main gripe is actually with Fast Learner. To be blunt, I consider that trait to be broken, from a balance and documentation perspective. 11 Int (3 points spent, compared to the default - same as Fast Learner) gives you a character that learns skills optimally from level 0 to level 5. 13 Int (3 points above my personal baseline) is sufficient to have optimal learning up to skill level 10. Likewise, 8 Int and Fast Learner is sufficient for optimal learning up to skill level 10.

And a statistic that I find particularly annoying: with 11+ Int, Fast Learner’s sole effect is to give you another 26+ levels before suboptimal skill comprehension kicks in. That’s not what I would expect from the available documentation, tbh. And if we’re using skill comprehension as a way to deter people from getting absurdly high skill levels, I’m of the opinion that Fast Learner works against the intentions of the skill comprehension system.

I’d be almost as happy if Fast Learner were removed (or changed to do something completely different, that matches the description). Removing it would make my perception of skill comprehension change from “broken”, to “arcane and maybe not doing what it’s meant to, at least not well”. I can live with the latter. It wouldn’t add anything to the game, true, but… eh, this may be a case where pruning is best.

A secondary criterion I’m using is whether or not it feels fun to play, and whether or not it gives me interesting choices with no obvious optimal solution. The read/practice/read cycle was entertaining at first, since I agree that it does fit rather well thematically, but over time I got less interested in that. I think part of the issue is that as I got more into the game, I felt more and more inclined to make optimal use of skill books. The change I proposed makes it more imperative that I make an informed decision about whether I really need to spend that XP now rather than later, which I felt to be a mechanical improvement over my current habit of letting my XP pool dictate when it’s time to head back (even if I don’t really need to head back). Hence why I proposed a change to the mechanics, rather than just proposing that we change or remove Fast Learner by itself.

Sounds like effort might be better spent making the downtime less grindy, rather than making it more feasible (albeit just as risky) to spend lots of time engaging with the outside world?

Currently we have: Hunger, Thirst & Sleep. XP. Morale.

How do these influence each other? Morale directly influences the speed of XP gain. Are there other ways these interact? Some foods or drinks give morale bonuses, but briefly at best I’ve noticed. So little that they don’t influence my play style any.

Do hunger/thirst/sleep influence XP gain any? If we view XP as a kind of “giving a shit” quotient, I have to say that in actual life I work, study, and overall learn better when I’m not suffering from hunger, thirst, or sleep deprivation.

And yes, Fast Learner does seem pretty funky in its current form. It could use balancing it sounds like, or just tossing it for something else.

Now for my fun … yay, brainstorming is fun, I love what-ifs …

I think the XP system as it is currently feels out of place. To me it feels like it adds an extra later of complexity - an unneeded layer, really.

What if XP was discarded in its current form? Toss the whole XP-pool-trickles-in mechanic completely. Instead, let skills increase without XP. Base that rate of skill gain directly on morale. (Could rename it “Sanity” or “Mental Health” – think Amnesia: The Dark Descent – or just leave it as “Morale” really).

Morale sits at zero … goes up with the good and down with the bad, normalizes to zero if left alone. What if, at zero, you gain skills when they are used (“learn”) at a standard rate. So, throw a spear at zero morale and you’ll just always gain 0.05% throwing skill, or what-have-you.

Now, if morale/sanity is positive, you gain skill at a higher rate (the standard rate * some percentage depending on how high, for instance) because you are in a good frame of mind. If negative you learn more slowly because you’re just unstable and can’t think clearly. Morale/sanity could degrade normally over time while you’re not in a safe area and normalize to zero when safe. This could be as easy as “can’t see or hear monsters? morale goes up … can see/hear? morale goes down”.

Hunger, Thirst, lack of sleep could erode morale/sanity. The stuff that hurts/helps morale (killing little z’s, cannibalism, etc.) would directly affect your sanity and cause you to be unfocused and skill slower. It opens the door to other experiences altering morale/sanity and thereby directly influencing skill-gain-rate. Bile spewed on you? Freaks you out … morale goes down, you’re rattled & don’t skill as fast.

Suddenly, morale matters to me. Right now (not sure how it is for others) I don’t pay any attention to morale unless I’m reading, because higher morale means I can get my XP pool filled up faster with a book. Out in the world I’m doing random things and my XP pool is almost always zero … but I don’t care about skilling “in the wild”, I’m out there because I need food or water or parts for my car. I only care about XP, and skilling, when at home, because I can do it en-mass and controlled/focused on what skills I want to power-level.

This also eliminates the big issue - “read a book to speed up time, and hoard XP” - since there is no more XP pool. It turns reading into direct skill gain (Cookbook to skill cooking) and any morale/sanity it adds (happy books make you happy, tech manuals make you unhappy) which feels more as it should be. Currently I don’t care what the book has on it, I simply want to time-warp to build up XP. I’ll read cook books but never plan on cooking, because cookbook reading tonight lets me work on my mechanical skill in the morning (ow that logic hurts my brain).

This could also create an experience that causes the player to venture into the world more often, yet balances risk-vs-reward. Do I push it and keep looting, knowing I’m going nuts with all the craziness around me, accepting that my skills aren’t going up and depression is degrading my stats … or do I retreat and rest for a bit, recover, and be able to head out anew?

Suddenly, quiet time matters more. Hiding in your base with MP3 player on and resting until happy (is there a “Rest X turns” command currently? - if not, that’d work well with my crazy idea) has benefits.

Opens up fun new talents too. “Thrill Seeker”, gains morale from dangerous situations.

LOL … and if wanted … you could make a “crazed killer” archtype … a play style where doing the insane crap (fighting hoards of z’s) actually increases morale/sanity … because the person is a total nutcase… and yet downtime makes them miserable. They’d have to just mow through waves of Z’s to get all adrenal and yet the time required to rest/sleep/whatever makes them unhappy (which is actually how I play the game anyway … killing Z’s and scavenging is fun, the required downtime to powerlevel skills and force-read books makes ME sad). :wink:

Thanks for taking my reply in a constructive way, it was late when I wrote it and it’s more full of "no"s than I’d like in the stinging light of day.

The tricky thing is the problems seem to be a bit at odds with each other, on one hand downtime is too grindy, on the other hand if fast learner works as intended (converts xp into skills faster), your jaunts to spend XP on things will be even shorter!

After some thought the benefit of fast learner (as intended) is to reduce the non xp cost of raising skills. For crafting it’s mostly materials and time, for combat it’s exposure to danger (and somewhat resource expenditure and time). To keep it focused and balanced, I wonder if making higher comprehension allow more xp expenditure per practice without making it more efficient is the way to go. In other words, if you have comprehension > 100%, it loops calls to practice() until the comprehension % is expended. That way it will make learning “Faster” without making it “more efficient”. Anything involving “free xp” is going to heavily unbalance the system, and make it basically mandatory that characters have a certain baseline intelligence (or equivalent with traits).

I think the grindiness of downtime is a mostly separate issue, but also in need of being addressed. What do you think about making reading into “read for X time” instead of “read a book”, “read a book”, “read a book”, etc…

Also, possibly add activities that are “fun” in order to pass time? Ideally it’d be something that is fun for the player too, so it wouldn’t be just another grind, but I’ve noticed before that your options to keep yourself entertained are pretty one-dimensional (basically reading or drugs, bleh). I’m afraid I don’t have any concrete suggestions for this, what WOULD one do to pass time in the apocalypse?

I like GlyphGryph’s suggestion (and Soron’s modification to it) to have skill books intrinsically lower xp gain. This would also raise the value of the mostly-useless “just for fun” books as they would have a morale boost with no associated xp gain penalty.

Speaking of morale boosts, I agree they seem rather out of hand. I haven’t looked into it closely enough to have an opinion on what to do about it.

Skill rust also needs some tweaking, I just looked into it in detail, and it’s negative skill gain with a rate based on skill level, so you have to be gaining skill fast enough to offset it, which isn’t particularly subtle. I’m thinking of modifying it like so:
Add a “last practiced” timestamp to each skill.
Update this timestamp each time a skill is practiced !!successfully or not, xp available or not, active or inactive!!
Rust with the current algorithm, but based on the difference between “last practiced” and “current turn” rather than purely based on current turn.
This should greatly, greatly reduce the intensity of skill rust, and is how I assumed it worked in the first place.
The only real down-side is it breaks save compatibility, but that’s still frequent enough that it really doesn’t matter that much.

Something else I’ve been pondering is adding a “high-water mark” for skills, and giving a bonus to comprehension when current skill is lower than that mark. That’s not as simple and obviously correct as the above change, so it needs more work. That having been said, I’d merge decent implementations of either of the above immediately :wink:

What I’d like, as a base “solution” for skill rust and some changes to reading, is to have three “skill values” per skill.

Actual Level
Elevated Level
Rust Penalty

Then we have a a derived value:
Skill Level (displayed and used for checks): EL-(RPAL) (Elevated Level, minus Rust PenaltyActual Level)

The “Actual Level” only ever goes up. When you spend experience, this is what changes. The amount of experience gained is increased if the AL is less than the current Skill Level.
The “Elevation Level” is equal to, at the minimum, the actual level, and is boosted by various activities, primarily books. It decreases gradually over time, until it is equal to the AL.
The “Rust Penalty” is a percent, and grows over time. Whenever the governed skill is used, this is reduced. This does not use experience.

So what would the result of this be?

Studying is still valuable, incredibly so. It actually raises your skill (unlike some other proposals I’ve heard) but the bonus is temporary (probably around a day or two) - you need to use it or lose, and while it’s still fresh in your mind. So you’ll want to have focused study sessions, punctuated by periods of activity and breaks to refill your morale pool.
Rust, meanwhile, is a lot more intuitive. If you don’t do something for a while, the details will fade and your effective level will be lower (quite a bit lower if you were high level and it’s been a while), but it’s not actually that hard to refamiliarize yourself with things. You certainly don’t have to learn the whole thing over from scratch, which is effectively how it works at the moment. And rust is something you need to think about at high levels, but it doesn’t become an overwhelming chore to stave it off, since the amount of effort to completely counteract it is the same regardless of your level - all that changes is the impact if you fail to keep your skills sharp (at higher levels, a few points of rust are more severe as a penalty).

I think this results in the sort of gameplay approach I’d like to see being the most obvious to follow. You need to have downtime refilling your morale pool. Then you spend some time studying to make sure your applications are put to maximum benefit. And then you get the benefit of the studying immediately, but have an incentive to actually act as well if it’s something you want to keep long term and you weren’t just, say, using the book for a quick reference boost for a one off task (which is certainly possible under this system, mind you!)

I think it would be an incredibly effective implementation.

[quote=“GlyphGryph, post:9, topic:703”]B)
Have skill books pull from the experience pool, but at a reduced rate. Especially when combined with the above system, this would mean intelligent characters would have more reason to read (they can do it more often) while stupider characters should take up other hobbies that are less of a resource drain.[/quote]

I like this one. Or you could actually have the pool divided in between Book XP and Street XP. A dumb character could have like 100/600, while a smart character could have like 400/700. That would give him better at street smarts and way better book smarts, emphasizing their nerdiness.

Skillbooks would still have a place even if they did nothing but let you increase a skill without using materials. You could skip pointless grinding – like in Skyrim where you have to churn out countless iron daggers to raise your blacksmithing. In Cata there’s enough to do with most skills, like construction and mechanics, that you don’t usually need to craft make unnecessary stuff. (Although, I have hacksawed apart random vehicles just for the skill.) But for things like electronics, it would be nice to have a way to learn without assembling and dissembling radios over over.

Yeah, skill rust is pretty bad. It’s not especially realisitic, and it’s just a really irritating game mechanic. I assume most people just turn it off.

[quote=“GlyphGryph, post:24, topic:703”]What I’d like, as a base “solution” for skill rust and some changes to reading, is to have three “skill values” per skill.

Actual Level
Elevated Level
Rust Penalty[/quote]
I agree with the three levels, but I don’t know if books should be used for giving temporary buffs like that. That’s sort of how it worked in FalloutNV, and I’d have my characters read a magazine right before any speech event. And those were consumables, basically potions. With non-consumable books, your character’s skill is effectively 1 rank higher at the cost of storage space and a round or two to read before trying to hack a computer or whatever.

So books wouldn’t be something you study on your downtime but something you carry with you. It would make them overlap with drugs.

Well, the difference as that the time commitment for gaining points form a book would be similar to what you have now. It would be a couple hours with the book to gain an elevated level. And then you’d go out and practice that, or you dedicate a whole day to studying the book and go out and practice in bulk.

The temporary elevated bonus would last around a day.

Still not really effective to do in the spot of the moment, but yes, if you’ve got an hour before /whatever/ for some reason, reviewing the book first will give you a boost.

Finally, books would only be able to boost you up to the same levels they do now. It’s not a flat boost, but rather that can raise your skill to the designated elevated skill level for that book.

So the XP Pool is really weird. I don’t think I’ve ever played a game with anything like it. I sort of enjoy it, because it adds another layer or strategy to the game, but it is also really wonky and encourages strange behavior: like sleeping in the middle of day, or avoiding fights–not because they’re dangerous–but because you don’t want to misspend XP on learning how to better swing your frying pan.

My main complaint with the pool is that it’s so absolute. You either have xp to spend or you don’t. Once your brain is out of juice, you just stop learning. I think a better system would have you gradually stop learning well. As you get tired, you should get steadily diminishing XP returns for your actions. Like you have a normal Rate-of-Gain of 1.0, you get 10 xp per action, and it drops to 0.9, and then you get 9xp per action, etc. That way you have to actually need to think about when to call it a day. As it is now, you don’t have think about it all: your XP runs out and it’s clearly foolish to continue fighting or working. In the middle of a fight, you’ll just drop everything and run home home to boil water or read books or whatever-- or you’re like me and only realize afterward that you had no XP in your pool and gained no skill ranks for shotgunning scores of zombies.

That’s just a suggestion, there are probably other better ways to do it, but it really should have a less stark divide between learning/not learning.

Personally I’d like to change the name of the current morale stuff to “Mood”, and have it exist basically as it does now, and then I’d like to have in place of the XP pool a Morale level.

And yeah, the rate at which your skills gain experience would be based on your morale level. So you’d have to dedicate time maintaining that, and a sour mood or even a neutral mood would gradually lower it over time.

My algorithm would be a bit more complex than could be expected,but it would basically be “Over time, your morale approaches your current mood. If your morale is lower than your mood, it will slowly tic up. If it is higher than your mood, it will tic down. The further it is from your mood, the faster it will accelerate towards it.”

[quote=“GlyphGryph, post:26, topic:703”]Well, the difference as that the time commitment for gaining points form a book would be similar to what you have now. It would be a couple hours with the book to gain an elevated level. And then you’d go out and practice that, or you dedicate a whole day to studying the book and go out and practice in bulk.

The temporary elevated bonus would last around a day.

Still not really effective to do in the spot of the moment, but yes, if you’ve got an hour before /whatever/ for some reason, reviewing the book first will give you a boost.

Finally, books would only be able to boost you up to the same levels they do now. It’s not a flat boost, but rather that can raise your skill to the designated elevated skill level for that book.[/quote]

I’m not against that idea, it works OK in Fallout, and there are some cool things ways you could tie traits or stats into it, like having the elevated-bonus last longer for smarter characters. It’s just that I like having books as a way to skip grinding-- or rather to skip the pointless crafting. Churning out useless stuff just to increase a skill is bad in any game (single player games at least), but it especially doesn’t fit in a game about scavenging and scarcity.

Potentially, you could have types of books that work differently. Or you could have different ways to read a book, like ‘review’ it for a temporary bonus or ‘study’ to spend XP and gain the skill for real.

(We should also probably keep in mind that there will be NPC teachers eventually, and a character will be able to trade stuff for skills.)

I’d also like to introduce a “practice” action for a number of skills that increase your skill (and consume resources) but don’t produce actual products. Practicing technique and whatnot. Maybe have a product be produced occasionally and somewhat randomly, but that’s not the primary purpose of the action. Similar to how, at the moment, you can often “practice sewining” on something. This is something I’ve been pushing for since Whale’s was the sole developer, and it’s something I intend on putting in myself - if no one else does - eventually.

So you could go in with a book, a ton of thread and a ton of cloth, read the book for the boost, hit ^(practice tailoring) and come out the next morning without any actual useful products but with a solid mastery of the techniques and skills outlined in the book.

So if you want to gain skills quickly and effortlessly (from a players perspective - you still need to find a safe location, the needed tools, and a pile of materials on hand), you can do so. But you’ll need to set up a well stocked workshop for it to be an option.

[quote=“GlyphGryph, post:28, topic:703”]Personally I’d like to change the name of the current morale stuff to “Mood”, and have it exist basically as it does now, and then I’d like to have in place of the XP pool a Morale level.

And yeah, the rate at which your skills gain experience would be based on your morale level. So you’d have to dedicate time maintaining that, and a sour mood or even a neutral mood would gradually lower it over time.

My algorithm would be a bit more complex than could be expected,but it would basically be “Over time, your morale approaches your current mood. If your morale is lower than your mood, it will slowly tic up. If it is higher than your mood, it will tic down. The further it is from your mood, the faster it will accelerate towards it.”[/quote]

So a more cumulative and long term morale? That sounds pretty cool. The current morale system is very swingy. You can be bleeding, wet, gnawed on by wolves, and miserable one minute, but then a coke and a cigar will fix you right up. It doesn’t really capture the feel of survival horror.

In your proposed set up, I would say that tiredness should affect morale rather than mood-- or, better yet, directly affect the learning rate. There should be something that limits how much one can learn in a day. I assume that was the point of the XP Pool in the first place, to prevent situations where a character goes from novice to grand master in the course of an afternoon.

[quote=“GlyphGryph, post:30, topic:703”]I’d also like to introduce a “practice” action for a number of skills that increase your skill (and consume resources) but don’t produce actual products. Practicing technique and whatnot. Maybe have a product be produced occasionally and somewhat randomly, but that’s not the primary purpose of the action. Similar to how, at the moment, you can often “practice sewining” on something. This is something I’ve been pushing for since Whale’s was the sole developer, and it’s something I intend on putting in myself - if no one else does - eventually.

So you could go in with a book, a ton of thread and a ton of cloth, read the book for the boost, hit ^(practice tailoring) and come out the next morning without any actual useful products but with a solid mastery of the techniques and skills outlined in the book.

So if you want to gain skills quickly and effortlessly (from a players perspective - you still need to find a safe location, the needed tools, and a pile of materials on hand), you can do so. But you’ll need to set up a well stocked workshop for it to be an option.[/quote]

Practicing would work too. As long as there’s some way to increase skills without mass-producing socks and without having to push the same three buttons a hundred times in a row. If you could combine that with this…

…and enter a command to “practice sewing for two hours”, that would be fantastic.

Things that seem to have no disagreement:
Add sanity to rust accumulation (my proposal for practice fending off rust regardless of xp availability) (no one said anything to disagree with this, I view it as a bug)
A rust mechanic that makes it much easier to recover from rusted skills.
xp and morale need a better description, they’re almost totally arbitrary now.

I think we can take #3 as a given, then again it’s not actionable, so rather pointless, let me know if you disagree strongly on #1 and/or #2, because I’ll probably be implementing these sooner rather than later, with full knowledge that it can be scrapped to go in a different direction almost immediately.

Other proposals:
Splitting skills into knowledge/experience, which probably synergize to give a composite skill level.
Re-theming morale/xp to mood/morale
Changing how morale and xp interact
Changing how xp is “expended” on skill gains.
Books as temporary buffs.
Skill books consuming or lowering accrual of xp.

Unless I’m wrong about the first group, discussion should focus on these (along with any I failed to list of course).
My stances on these:
Splitting skills into knowledge/experience, which probably synergize to give a composite skill level.
I’m sympathetic to this, thematically it’s a home-run IMO, and mechanically it’s nice in that it supplies an almost-dilemma between studying and doing. Unless this has massive problems that I’m not seeing or a conflicting proposal is some how much, much better, this is the way I’d like to go.

Re-theming morale/xp to mood/morale
I’ve been struggling to recast morale/xp in different terms for months, and this is it, regardless of HOW they work, I think these are the real candidates for the psychological stats.

Changing how morale and xp interact
Some form of this is definitely called for, it’s pretty rudimentary now, but there hasn’t been a specific enough suggestion to evaluate.

Changing how xp is “expended” on skill gains.
I was making proposals to alter this before I started coding on the game. My favored functionality is to have xp be expended by practice, but to just scale the rate of learning rather than act as a pool, the caveat is that even at 0 xp you’d have a (VERY) small chance of skill increase per practice.

Books as temporary buffs.
I’m not a fan of this concept thematically, books just don’t work this way, and temporary buffs in general are very game-y. I could see a totally different item packaged as a book used in this way for some skills, but it would be more along the lines of using it as a reference work for some long-term activity rather than giving a skill buff with a duration. Alternately if we had a system where you learned a multitude of techniques, I could see learning a technique from a book, but running the risk of forgetting it if you don’t go out and use it soon enough. That implies a major overhaul to how a lot of the game, so I think it’s a bit out of scope for the current discussion.

Skill books consuming or lowering accrual of xp.
Seems like a good plan given the existing system, skill books have a bit of a “have your cake and eat it too” thing going where if you have time to kill and low xp, it’s simply the best activity available.

Regarding downtime (since this is related to learning and all), the intended motivators are when you’re too injured, when your mood is too low, or when you’re exhausted, right? I thought a bit more about that last night, and I think that injury is the only one that really feels like it works as it should (well, other than bandages being really good). When I’m sufficiently injured, yes, I will flee like my life depends on it - because it often does.

On the other hand, mood isn’t something that I directly account for when retreating, and tiredness tends to be something that just gets taken care of as part of injury. With mood, my character can be thoroughly soaked, somewhat cold, and traumatized by killing two parks’ worth of child zombies, and I as a player won’t really care. As long as my XP pool is still full, or as long as I haven’t acquired the loot I set out to find, so what? Morale can always be fixed up later with two or three reads of a drama novel.

As for tiredness, I generally view it as an excuse to heal up and/or refill my XP pool. i.e., tiredness draws me towards a bed because of all the good things I can get, rather than pushing me away from zombies because of all the risk. That seems a little backwards (not entirely - sleeping IS nice, after all - but still a little backwards).

I think that a good solution (which lines up with what others have suggested, as well) would be to go ahead with the mood/morale nomenclature, add fatigue (possibly with a mental/physical split), and instead of having an XP pool, have both morale and fatigue affect your rate of learning. To avoid exploitive behavior, I don’t think that they should ever give a bonus to learning rate (maybe a bonus to rust removal, though). Mood, morale and fatigue should probably affect other things as well, but limiting it to learning rate seems like a decent first pass.

Basically, how I envision this could work is as follows: you start out with a decent mood (and hence good morale), and a fatigue buffer (since I think a well-rested character should logically be able to absorb some fatigue before they start having issues). Most forms of practice and such will add some amount of fatigue, representing your character’s need to take a break. Rest and leisure time, regardless of its enjoyability, will remove some fatigue. Having a positive mood seems like it should slow down fatigue accrual, and probably speed recovery (I know I can code longer if I’ve got the right music playing).

Morale would have a certain baseline level, and be primarily affected by your mood - increasing slowly over time with positive mood, decreasing slowly over time with negative mood. The difference between morale and fatigue would be that morale can be raised in the field, whereas fatigue can’t be completely dealt with until you have a solid block of time (30 minutes?) to just relax. Finally finding some god damn Twinkies might help you feel better after an awful day, but it won’t change the fact that you’ve been running around, bashing zombie brains for the past 12 in-game hours.

No significant objections here. “Mood/morale”, as terms with similar meanings, may confuse new players but the help file can sort that out.

I agree that books-as-reference-material is a more realistic outlook, long term. ATM I like GlyphGryph’s three-component solution better, chiefly because I think I’ve got a good handle on how it works and don’t recognize any significant problems. Books as project-reference feels vague.

On the open parts of Kevin’s latest:
Splitting skills based on bookXP/useXP seems vulnerable to optimization, but that could just be it being late and my wanting to get a reply in. Will reread tomorrow.

XP/morale as skill-improvement throttle, not capacitor: Support. One of the side effects from losing the 90-minute safe window was losing safe® access to libraries, etc, and a good selection of books to fill up the first XP pool. This way the player can make observable progress from the start, and it reduces the problem of XP going to the wrong skill.

(FYI: in the @/Skills window, you can turn off XP to a skill by highlighting it and hitting Enter/Space. Comes in handy.)

Skill reading reducing XP/morale gain rate, apart from existing effect on mood: I can understand that; not completely happy, but then my combat monster has a thing for romance novels so it’s not like there’s no way to relax with reading material. Strongly suggest (believability) that this not combine with skill-book-as-reference-material.

Wow, I never knew that was there. What a bizarre fix.

[quote=“Kevin Granade, post:33, topic:703”]…
Splitting skills into knowledge/experience, which probably synergize to give a composite skill level.
I’m sympathetic to this, thematically it’s a home-run IMO, and mechanically it’s nice in that it supplies an almost-dilemma between studying and doing. Unless this has massive problems that I’m not seeing or a conflicting proposal is some how much, much better, this is the way I’d like to go.
…[/quote]
Whoa, do you mean you would have two levels for a single skill? A level for book-knowledge and another one for hands-on-knowledge, that together add up to an effective level? Like, you might have Construction 8/6=7. That could lead to strange things.

Imagine a master carpenter who’s never read a book, he has a 0/13 in Construction and has an effective level of 6. He reads “Birdhouse Monthly” . Even though he’s built a million houses, reading a magazine would increase his effective skill from 6 to 7, because he never before realized that wood had a ‘grain’ to it or some other basic fact that would be in a publication for amateurs. (And obviously the system could be more complex than simply averaging the two scores, but you see how it might cause weird things like this.)

A split skill would pretty much force book-reading, instead of having it as an option as it is now-- it’s really good option that is heavily encouraged by the system, yes, but it’s still a choice. Currently you never HAVE to read a book, and if you can’t find the book you’re looking for, it’s not a huge deal to train it through practice instead.

And, I might be misreading what you’re saying here.

I like the idea of short term mood feeding into long term morale. Mood would be exactly the same as morale is currently and the new morale would travel up or down, taking at least a few days of extreme mood to go from very happy to utterly depressed or vice versa.

I liked the earlier suggestion of replacing xp with a focus stat. Instead of being a pool, focus would modify skill comprehension and skill application (like combat accuracy or crafting success chance) and would be tied to tiredness, mood, morale, and intelligence.

On the topic of books I feel a good idea (especially reference-type books like the high level crafting ones) would be for them to increase your skill gain while the book is in your inventory instead of being able to read them. I feel this would be a bit more realistic because someone who is simultaneously practising the skill and using a text as a reference would learn a lot faster, and for 99% of people just reading how to do something without applying the info is not an effective way to learn. The weight and volume of the books would stop someone from carrying them around everywhere.

Reference books as a skill-gain booster: seems questionable when applied to active skills (there are books for Unarmed & Cutting). For crafting purposes, I’d appreciate letting the book be in the same “nearby” radius that gets checked for crafting gear, rather than having to have it in personal inventory.

The illustration Grackle raises seems a bit extreme (I’ve not had a skill get above 10 yet, but a few combat ones are getting there) but the point itself is sound:

In the current system, Illiterate is pretty damaging early-game, but can theoretically be overcome. If book-skill is a separate but essential part of skills, it may well impose a cap on skills and permanently cripple Illiterate characters.

I think crafting is what most people had in mind when referring to the skill-gain booster idea. Perhaps implement buildable training dummies you can train up your combat skills on that will let you use those books as a ‘reference’?