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<blockquote data-quote="Caliburn101" data-source="post: 7393528" data-attributes="member: 6802178"><p>This is a core issue with level-based character progression systems.</p><p></p><p>In skill-based systems it is common to see both 'you can spend xp on what skills and abilities you used adventuring' and 'you can train up those skills and abilities you pay or arrange for someone/something to teach or help you with'.</p><p></p><p>Progression is thus tied to actions of the character, both in play and in downtime, and it explains where it came from.</p><p></p><p>Level a Fighter and suddenly you can do 'the new combat thing' even though you never have before and you didn't ever use the associated weapon etc.</p><p></p><p>You just go PING! and level up.</p><p></p><p>It does eat into verisimilitude, but it is simple'ish.</p><p></p><p>Pros and Cons and all that...</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7393528, member: 6802178"] This is a core issue with level-based character progression systems. In skill-based systems it is common to see both 'you can spend xp on what skills and abilities you used adventuring' and 'you can train up those skills and abilities you pay or arrange for someone/something to teach or help you with'. Progression is thus tied to actions of the character, both in play and in downtime, and it explains where it came from. Level a Fighter and suddenly you can do 'the new combat thing' even though you never have before and you didn't ever use the associated weapon etc. You just go PING! and level up. It does eat into verisimilitude, but it is simple'ish. Pros and Cons and all that... [/QUOTE]
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