[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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