[UA] (no subject)
Liam Routt
liam at routt.net
Tue Mar 5 04:43:11 PST 2002
My take is that the system for advancement mirrors to some degree the
feelings that I have when learning stuff - you feel that you plateau every
now and then, and for a while you learn fast, but it slows down and gets
harder and harder until you finally crest another plateau, etc.
It also does something to encourage *my* players to spread their points
around a bit ("oh, I can put eight points towards skill A, or 3 to B, 2 to
C, and 3 to D... hmmm"). I'm not positive, but I think it gives a definite
feeling of a certain kind of achievement to each point gained as well.
Going from n2 to n3 is different than going from n3 to n4; its not just a
series of "the same" calculation - each point is paid for and noticed.
But maybe that's just me. I really like the principle, and haven't
understood why it was so hard to explain to my players (every time they
asked the *same* questions!). My players, though, were pretty adamant that
the system was not worth it - that it was confusing and pointless; they
all wanted to go back to anything with "easier math". They suggested both
using the tens value, and also just flattening it out to 5 points per
percentage point ("that's what it works out to in the end anyway!"). I
felt they were missing the point, and have forced them to keep using it.
<shrug> Works for me! :)
Take care,
Liam
--
Liam Routt liam at routt.net
Darcsyde Productions http://www.routt.net/Caligari/
-- still waiting for the Absolute Destiny Apocalypse --
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