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Re: [dq-rules] Re: Weapons and XP Multiplier



Food for thought.... Weapons and magic are two totally different entities.Weapons are something that is substantial whereas magic isn't. In Training with weapons, you have a trainer or books to show you the way for the  most part and with magic you usually dont. as far as the ranks and the power of magic, the early ranks are cheap because the amount of damage/effect of spells is very limited. At higher ranks it really gets expensive. Sure there are special knowledge spells that do a considerable amount more damage but they are alot more expenisve... and that is if you ever find them.
 
Just another opinion though,
Dean

dbarrass_2000 <david.barrass@ed.ac.uk> wrote:
--- In dq-rules@yahoogroups.com, "davis john" <jrd123@h...> wrote:
> Not a bad thought.
>
> If for example you use the numbers as they stand for max rank (ie
10,000xp
> in total for rank 9 dagger and 12000 for rank 8 shortbow) the XPM
for dagger
> is 222 and for bow is 333.  Need some kind of fudge as rank 0 in a
spell is
> free, but not in a weapon.  I guess for them all it makes them more
> expensive at low rank and the last 2 or 3 ranks are cheaper.  Could
make it
> fit better but need more complicated maths than 'xp needed is equal
to rank
> gained x XPM'.  That said quite a few calculations in DQ used 'rank
squared'
> as a multiple and with spreadsheets shouldnt be too tricky.
>
> Wonder if it should be done for skills as well. (Couldnt resist XPM for
> assassin is 816, ignoring rank 0).
>
> Interesting to know where the numbers originally came from

When I was trying to work out subskill rules (before adopting yours) I
toyed with doing it as an Experience multiple, and decided that 2x the
EXPM was about right for rank 0

> JohnD
>
> About to lose another work day thinking on how he can meddle with DQ
> rules...

I know exactly what you mean

David

> >From: hollywood314@j...
> >Reply-To: dq-rules@yahoogroups.com
> >To: dq-rules@yahoogroups.com
> >Subject: [dq-rules] Weapons and XP Multiplier
> >Date: Fri, 5 Dec 2003 03:22:08 GMT
> >
> >
> >Has anyone ever thought of giving weapons an experience multiplier
such as
> >spells?  I never liked the idea that the two used different
systems.  It
> >makes more sense that experience multipier should be used for both.
> >
> >Steve
> >
> >
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