I like this idea, but in the examples given the "loss" in xp is from a category the guild has no access to. Would this be the same in every guild - For instance should my arch-mage get +20% magic, -20% standard?

Similarly how would balance of race modifiers be achived? A race like ogre which has near enough no mana to begin with is already at a disadvantage for becoming a mage - should an arch-mage ogre be unplayable (as it currently is) because it loses such a vast amount of xp (presumably -10% if not -20%) and has not enough mana to effectively cast its spells? I'd be open to a much more radical overhaul that allowed a player to trade in racial advantages for extra "play style" percentages (rationalized by the idea that "my drow-elf was raised above ground so never developed the racial bonus to sight" is a valid roleplay aspect) and take on disadvantages for further "play style" percentages even.

The spell xp system is on the radar for an overhaul for sure, but I don't understand the idea here. On the one hand we're removing xp from spells (boo.) in order to make the mud more interactive (yay!) and on the other we're giving spell xp from LTs and other reclusive activity (huh?). So where does magic xp come from if I don't want to do long-terms and I get none from casting spells? Would there be some sort of toggle "study magic" and now when I kill things with my daggers I earn magic experience? Or would I still gain magic experience from spells, just not from the level of spell being cast?

I'm curious to see where we may be heading!
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Please mail your views on balance to:
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