[UA] (no subject)

Brian Covey dvorak at mac.com
Tue Mar 5 03:18:14 PST 2002


My players and I are still settling in, and they are having a hard time 
understanding UA's advancement system. There's been a ton of griping. 
Before I throw my hands up in the air and/or go to the bother of 
implementing something else, can someone please explain to me the 
thinking behind the current system?

Player quote: "It makes no sense. If it was paying the cost of the 
*tens* die, that would make sense. It's like they just picked this 
method for the sake of being unique."

I feel like they just aren't familliar with the system, so they don't 
like it. I know that when I read it the first time, it seemed a little 
odd have this regularly repeating cheap-expensive cycle, but I shrugged, 
took it on good faith, and moved on. Players not so willing to do so, at 
this point. Even if it doesn't quiet the moaning, I'd like to satisfy my 
curiosity...

Seems like one benefit of the current system is that it doesn't 
encourage the proliferation of a whole bunch of low-level skills the way 
a "cheap at low levels, expensive at the high end" system would. What 
are the others?

Brian C.


_______________________________________________
UA mailing list
UA at lists.uchicago.edu
http://lists.uchicago.edu/mailman/listinfo/ua




More information about the UA mailing list