Did Publish 108 simplify the skill gain curve at very low levels?
During a session today on Origin, a character chose to raise his STR by 10 and lower INT by 10, He did this the old-fashioned way of "ping-ponging" two skills up from 0. For example, raise Swords skill from 0 to 15 at a training dummy, then set Swords to lower, and raise Wrestling to 15, eating up the temporary Swordsmanship skill by replacing it with Wrestling. (The character is a macer, BTW.)
I noticed though, that early skill gain has been modified over what I am accustomed to. For decades, early skill gain was guaranteed with each action, up until skill of 10 or so. At that point, there are occasional swings at the training dummy where no skill gain is achieved. Also, below 10 or so, you would often gain more than 0.1 per event. Today, though, it was different. Skill gain was no longer guaranteed at low levels, although still a very high chance. And all skill gain events were of 0.1 value.
I'm not complaining, just pointing out an observed difference. For skills that people want to build and keep, they typically buy to at least 30. This change is likely moot for them.
Since attribute gain can only occurs when a skill gain event has happened, by gaining just 0.1 skill at a time, you get more skill gain events. For example, instead of 40 skill gain events to get to a skill level of 10, now, including the misses, there will be 100 events, plus 15 swings where no skill gain occurs. Before, a character would have to raise skill to 15 to 20 to get the same number of skill gain events.
If this is a change in Publish 108 (and not just a statistical fever-dream), then I'm both surprised and not surprised that the Publish Notes don't mention it. Ping-ponging of skills to raise attributes is not done that often, plus how would they explain this in a bullet point? I'm not sure people will follow the full four paragraphs I spent trying to explain it.
Rock (formerly Imperterritus VXt, Baja)
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