[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.
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