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Re: CF: suggestion for Exp system (damage vs. kill)



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> In practice, the amount of exp should probably be proportional to how
> hard the task was (for example, a master locksmith isn't going to learn
> much by picking a lock like you might find on a china cabinet, but would
> learn quite a bit from a real tough lock).

Doesn't the current system (where larger amounts of exp gain are needed w/
later levels) effectively do this now?
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