Let a weapon skill grow from use, but not from beating up weak targets
Use-based progress is loved in role-playing games: swing a sword and get better with a sword. Left alone, it is farmed on harmless targets, and it rises at the same speed at skill 5 as at skill 95. This entry shows what counts as a worthy challenge and how the chance falls with skill.
Why this works
People should grow by doing things that teach them something. Tying the gain to how hard the target was stops idle farming, and slowing it near the top makes mastery feel earned and keeps it rare.
When not to use it
Skip it when the player should be able to choose a build freely, or in a short game where nobody has time to grind. There, hand out skill points at milestones so no one is forced to repeat one move.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 18 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a weapon skill grow from use, but not from beating up weak targets" (read_entry weapon-skill-grows-by-use-with-limits) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP