[MUD-Dev] [MLP] Why care about levels? (was: The use of ecolo gy models)

Travis Casey efindel at earthlink.net
Mon May 6 17:22:02 New Zealand Standard Time 2002

Friday, May 03, 2002, 1:20:53 PM, Damion Schubert wrote:
> From shren

>> In any system I've designed, I've always put in diminshing
>> returns for almost all stats.  I like GURPS a lot for this reason
>> - you rarely see n/10/10/10 characters in GURPS because, at some
>> point, you have choices like 1 more point of IQ or 3 more points
>> of a lower stat.  I think this does a lot to differentiate
>> characters.  At some point, one stops pumping your prime stat and
>> starts working on the other stats, but this point is different
>> for everyone.

> Not having played GURPS recently, I may be fuzzy on this but how
> does this differentiate characters?  It would seem to me that this
> would push everyone's stats towards equality over time.

It can, but it's rare.  There are a lot of other things to spend
experience on instead of attributes -- literally hundreds of skills,
advantages, etc.  It's impossible for a single character to be good
at *everything*, so if you want a character who's good at
*something*, you're forced to specialize.

Of course, that sort of mechanic works better in a group-oriented
system, which is what most paper RPGs are.

Travis Casey
efindel at earthlink.net

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