I’ve come up with the absolute simplest way to implement a skill-based randomization for training. The function works as follows:

If a random number between 1 and 15  is greater than the creature’s current stat, that stat increases.

With this formula, it becomes less likely to succeed at increasing a stat the higher it is. It also creates a level cap at 15 because the highest possible “roll” is 15, which can not be greater than 15.

A more complex version of this training system could roll against the cumulative values of all stats, so that one creature could never have more than a certain sum of attribute points. Experience points could then be earned in battle which would add to the creature’s roll score, increasing the likeliness of gaining higher skill points in more stats.


About Blake Maloof
I design games for work and for fun. I recently graduated from Savannah College of Art and Design, and am now employed as a designer at Toys for Bob.

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