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Are xp/levels/advancement necessary?
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<blockquote data-quote="Raloc" data-source="post: 3301361" data-attributes="member: 28093"><p>Well, for one, realism isn't fun. Otherwise you'd roleplay people sitting on their arse or going to work every day, and no one wants that.</p><p></p><p>However, if you did want to go the realistic route, I'd look into the way people become experts in real life. This process takes more or less ten years (you can shorten it with study and/or practice, but only to a point, for humans, ten years is about the average to become a true expert (in, say, chess, or programming)) in a given field. The difference between someone five years along such an advancement path, and one who is already at ten plus years isn't really readily obvious either. It's only when querying (or, for say, martial arts, when in *true* combat (not talking about sparring and such)) the latter that you would be able to determine.</p><p></p><p>Basically, you'd want to make some sort of baseline for "people" (stats), keep it at that, and not advance their stats (HP et al) at all, but only their abilities in their discipline. Make it take roughly eight to ten years to become "expert" at their discipline. You'd also want to make death happen often and in as many ways as it does IRL (i.e., people fall down stairs, drown, etc. fairly often, and the PCs would be subject to such also) as well as making the combat such that an "expert" in combat could get killed as easily as the person with one year or none of combat training.</p><p></p><p>You'd have a very different game from D&D, that's for sure. PCs would probably die pretty regularly, especially if you were adhering to combat incidents in the pseudo-medieval settings. You could de-emphasize combat though, which would make it all the more exciting when you did end up having one.</p><p></p><p></p><p>--- </p><p></p><p>As a further note about the way that people become experts in fields, I must also point out that you should look at information theory. The difference in aptitude between a true expert of a given field or discipline and someone that isn't *quite* at that level can be explained similarly to the integration of information (data with no context) into knowledge (data about the "how's" of a field/discipline's "system"), and bodies of knowledge into wisdom (data about the "why's" of a field/discipline's "system"). The expert will have wisdom about the discipline/field's workings, while those before expert level will possess only knowledge (adept level) or mere information (novice).</p></blockquote><p></p>
[QUOTE="Raloc, post: 3301361, member: 28093"] Well, for one, realism isn't fun. Otherwise you'd roleplay people sitting on their arse or going to work every day, and no one wants that. However, if you did want to go the realistic route, I'd look into the way people become experts in real life. This process takes more or less ten years (you can shorten it with study and/or practice, but only to a point, for humans, ten years is about the average to become a true expert (in, say, chess, or programming)) in a given field. The difference between someone five years along such an advancement path, and one who is already at ten plus years isn't really readily obvious either. It's only when querying (or, for say, martial arts, when in *true* combat (not talking about sparring and such)) the latter that you would be able to determine. Basically, you'd want to make some sort of baseline for "people" (stats), keep it at that, and not advance their stats (HP et al) at all, but only their abilities in their discipline. Make it take roughly eight to ten years to become "expert" at their discipline. You'd also want to make death happen often and in as many ways as it does IRL (i.e., people fall down stairs, drown, etc. fairly often, and the PCs would be subject to such also) as well as making the combat such that an "expert" in combat could get killed as easily as the person with one year or none of combat training. You'd have a very different game from D&D, that's for sure. PCs would probably die pretty regularly, especially if you were adhering to combat incidents in the pseudo-medieval settings. You could de-emphasize combat though, which would make it all the more exciting when you did end up having one. --- As a further note about the way that people become experts in fields, I must also point out that you should look at information theory. The difference in aptitude between a true expert of a given field or discipline and someone that isn't *quite* at that level can be explained similarly to the integration of information (data with no context) into knowledge (data about the "how's" of a field/discipline's "system"), and bodies of knowledge into wisdom (data about the "why's" of a field/discipline's "system"). The expert will have wisdom about the discipline/field's workings, while those before expert level will possess only knowledge (adept level) or mere information (novice). [/QUOTE]
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