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<blockquote data-quote="EzekielRaiden" data-source="post: 9743594" data-attributes="member: 6790260"><p>It is better for <em>several</em> reasons.</p><p></p><p>Not being levels means, as I've said already, we completely and utterly cut out the "but that's not FIRST, you start at FIRST because that's what FIRST means, why would you ever start anywhere other than FIRST". And yes, while this is not the majority opinion, my own thread has literally shown that that IS what some people think. Real live people.</p><p></p><p>Secondly, and far more important in the grand scheme, not being hard coded fixed sequences of completely nailed down effects means the structure is much more customizable for each interest. Someone wanting "gentle curve guiding players into their first character" can make sure that the characters have near/full defenses as if they were already competent, survivable 1st level characters, without the bells and whistles chosen. Someone wanting a gritty, hardcore experience can strip out nearly everything and still have a functional character. Someone wanting the characters to grow naturally can set a steady pace from low but meaningful starting choices. Etc.</p><p></p><p>The flexibility that comes from having a system that <em>isn't</em> tied to a fixed progression, and instead allows the GM to set the curve <em>and</em> the content, is literally the key point that makes it functional for multiple groups. Trying to shove every priority, every style, into one singular fixed structure that has to be one size fits all? That literally won't ever work. This can, <em>because</em> it can be customized to each group.</p><p></p><p>And those who don't want to bother never even need to look at it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9743594, member: 6790260"] It is better for [I]several[/I] reasons. Not being levels means, as I've said already, we completely and utterly cut out the "but that's not FIRST, you start at FIRST because that's what FIRST means, why would you ever start anywhere other than FIRST". And yes, while this is not the majority opinion, my own thread has literally shown that that IS what some people think. Real live people. Secondly, and far more important in the grand scheme, not being hard coded fixed sequences of completely nailed down effects means the structure is much more customizable for each interest. Someone wanting "gentle curve guiding players into their first character" can make sure that the characters have near/full defenses as if they were already competent, survivable 1st level characters, without the bells and whistles chosen. Someone wanting a gritty, hardcore experience can strip out nearly everything and still have a functional character. Someone wanting the characters to grow naturally can set a steady pace from low but meaningful starting choices. Etc. The flexibility that comes from having a system that [I]isn't[/I] tied to a fixed progression, and instead allows the GM to set the curve [I]and[/I] the content, is literally the key point that makes it functional for multiple groups. Trying to shove every priority, every style, into one singular fixed structure that has to be one size fits all? That literally won't ever work. This can, [I]because[/I] it can be customized to each group. And those who don't want to bother never even need to look at it. [/QUOTE]
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