Quote:
Originally Posted by malloyd
The simplest "multiplicative" approach starting from GURPS would be flat cost skills (e.g. treat all skills as if bought up from an attribute of 10), and change the time required to earn a point from 200 hours to say 2000 hours/attribute.
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And, depending on how you define skill levels, that can trivially be turned into an additive system by just defining skill level as the logarithm of time spent.