Difference for doc/playbook/chap5.tex from version 1.1 to 1.2


version 1.1 version 1.2
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 restrictions on character skill use$-$any player may  restrictions on character skill use$-$any player may
 use any {\em acquired} skill.   use any {\em acquired} skill.
   
 \begin{table}  
 \begin{center}  
 \caption{How stats associated with a skill modify gained experience}\label{tab:exp_stat_mod}  
 \index{skills, stat multipliers}  
 \footnotesize  
 \vskip 12pt  
 \begin{tabular}{|cc|cc|} \hline  
 Average of  & Experience gained  & Average of & Experience gained \\  
 associated stats &  multiplier & associated stats &  multiplier \\ \hline\hline  
 \input{statskmod}  
 \hline  
 \end{tabular}  
 \end{center}  
 \end{table}  
   
 \subsection{Algorithm for Experience Gain under the skills system}  \subsection{Algorithm for Experience Gain under the skills system}
   
 Here we take the view that a player must 'overcome an opponent'  Here we take the view that a player must 'overcome an opponent'
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Line 89
 Below the algorithm for experience gain is given where player ``pl''   Below the algorithm for experience gain is given where player ``pl''
 that has ``vanquished'' opponent ``op'' using skill ``sk'':  that has ``vanquished'' opponent ``op'' using skill ``sk'':
 \begin{quote}  \begin{quote}
 EXP GAIN = (EXP$_{op}$ + EXP$_{sk}$) * lvl\_mult * stat\_mult  EXP GAIN = (EXP$_{op}$ + EXP$_{sk}$) * lvl\_mul
 \end{quote}  \end{quote}
 where EXP$_{sk}$ is a constant award based on the skill used,   where EXP$_{sk}$ is a constant award based on the skill used,
 EXP$_{op}$ is the base experience award for `op' which depends  EXP$_{op}$ is the base experience award for `op' which depends
 on what op is (see below),   on what op is (see below),
 stat\_mult is taken from table \ref{tab:exp_stat_mod},   
 and lvl\_mult is:\\   
   
 \noindent{For} level$_{pl}$ $<$ level$_{op}$::   \noindent{For} level$_{pl}$ $<$ level$_{op}$::
 \begin{quote}  \begin{quote}


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