Jaldon Goldentooth said:I'd take a completely different approach. At 100%, IMO, you have mastered a skill: so a swordsman with 100% 1H Sword can pretty much hit all the time (96-00 always fails), a rider with 100% Riding never falls off etc...
The same can be said of skills at 200% or 500%. So, to me, it doesn't seem right to assume that a skill of 200% is twice as good as a skill of 100% (however odd that may seem). The only advantage the 200% skill has over the 100% skill is that it criticals twice as often.
Sure. Except that it costs the same amount of skill increases to go from 100%-200% as it takes to go from 0-100%. The question you really need to ask in game terms is "Should the value of X amount of experience be equal for all ranges of skill?". If the answer is "yes" (which I think it should be), then the subtraction method makes the most sense. You're basically saying that it's the difference in skill level that matters, not the ratio (at least once skills progress past 100%).
If the only benefit one gained from having skills over 100% was that they could critical more often, then you really need to counter that by making it easier to improve skills once you reach that level. Perhaps allow one to "split" exp increase points allowing one to use it to either increase one skill under 100%, or two skills over. This will seem totally backwards to most past RQ players, but that's really the only sane solution (or something like it). In past versions of RQ, you got a skill increase chance any/ever time you used that skill (and it applied only for that skill). So having high skills somewhat automatically cancelled out the fact that your chance to go up decreased and the value of each gain was lessened past 100%.
In MRQ, you're forced to pick and choose where to put your skill increases (assuming you follow the base rules). Why on earth would anyone spend points to increase his perception past 100%, if any other skill was sitting at less then 100%? The problem with this is that the game can devolve into the "tank/mage" syndrome. Experienced characters will be measured not by their focus on a few specific types of skills appropriate to their profession (whatever that may be), but will end up all looking very very similar. They'll all have 100% in the common important skills, a couple weapon skills, and whatever sundry spellcasting skills they use. They'll do this because the value of having two skills at 100% will always be greater then the value of having one skill at 200%...
Apply that across a longish campaign, and you'll end up with "genericcharacter" syndrome. Making skills over 100% really useful for those who have them encourages players to focus on a smaller set of skills. So, even though there are no classes in the game, those that focus on fighting will be signficantly better then those who don't. Those who focus on spellcasting will be better then those that dont. Those who focus on stealth will be better then those who don't. And no one can focus on all of those things. But you have to both make gaining skills over 100% doable *and* make the skills over 100% a big advantage for that character that has them.'
The subtraction rule works really really well for this. If that warrior has spent the time and experience points (by whatever name you call them) to raise his weapon skill to 200%, and he's facing someone who spent his points on other things instead and is only at 100%, the first character *should* be able to fight circles around the second. Giving him a benefit that basically gives him a 10% greater chance to critical really isn't that big of an advantage at all...