You’re not the second either. On these forums I have read several versions of this idea. And I had the same hunch early on, which is why I chose to do this for my second number system, though I believed then what I still believe today, which is that if 10 modifiers work to create a 3 digit system, then 100 modifiers work to create a 4-digit system. Unfortunately I now think neither of those are true.
But since it looks like a good idea on the surface, it’s very close to my first number system to ever use, which was 100 “modifiers” and 100 objects. I asked Ben in a PM what he thought of the method, and he told me the same thing that I’m about to tell you. Still, I moved forward with it and took it to my first USAMC over 3 years ago. I wasn’t any good with it, but we can chalk that up to the fact that I had only been memorizing for a few months.
So how is it working out? I assume you already have 100 objects - does that mean already using this method?
Hopefully it is going well though so you can show me to be wrong. I don’t believe that this is an effective way to create and use 1000 objects, though as you say, it would be a very easy way to make 1000 objects compared to what we typically do (which is why you should be testing it if you believe in the idea!)
I think that what you are talking about is 10 1-digit objects and 100 2-digit objects, in other words just a less efficient 2-digit system.
(?) Instead of making “0” wings and “1” tail, why don’t you make “00” wings and “01” tail, which you add to the following object in order to modify it? Then you would get the same effect as a 4-digit system, or?
I use 1000 Major System objects. For me, 531 is a wagging tail that attaches to my next object like you’ve described. So if 531 comes first of two objects in a locus, then we could say I was using a “6-digit system.” Why not?
If you work with this, you’ll be doing basically the same thing we do with PA/PAO: creating a unique-ish image by modifying the second with the first. And you’ll probably be reading it as two objects in much the same way.
The only exception is if you get so good at the method that you are in fact reading it as one image. This requires you to know each of the 1000 images ahead of time - otherwise you are making a split-second modification, like you do with PA. This would be most quickly accomplished by making appropriate modifications to distinguish the groups of 100, such as making Elmo’s wings red and fuzzy.
If you do know them that well, then you’ve got a true 3-digit system. But it’s not going to be any easier to learn than any other 3-digit system. It will be very quick to name, but not easier to learn. But I don’t think it would be any better. However, it might not be worse.
There is one big advantage over typical 3-digit systems. I hate the idea of building a system based on the assumption that mistakes will be made, but the advantage you would have here is that if you forget an object, you may be able to mentally cycle through the ten modifier objects to see which one looks the most familiar. Then you could potentially cycle through those 100 and be able to fill the blank. But I don’t think that will be likely to happen because having the exact same 10 modifiers come up 100 times per 300#s memorized is going to make it very hard to remember which was in that blank locus. It’ll be like the problems Boris had with multi-deck using only 52 objects. It was enough to drive him to create a Ben System even though he was so good at speed cards already that he had no need to use it for anything other than multideck!