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d6 the future of d20?
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<blockquote data-quote="MerricB" data-source="post: 1664759" data-attributes="member: 3586"><p>Although that system gives you an idea of how many points a character has spent, it's not the same thing as a level system.</p><p></p><p>With a level system, it is assumed that <em>all</em> the abilities of the character progress at the same time, at similar rates.</p><p></p><p>For example, in D&D, you can make some very good assumptions about what a 10th level fighter can do with his favoured weapon, and ditto with a cleric, and what spells can be cast, and how many hit points they have, etc.</p><p></p><p>Even skills fall under this idea in D&D. Although it is <em>possible</em> to have a couple of ranks in every skill, in practice PCs and NPCs take maximum ranks in their core skills. A 10th level rogue is likely to have 13 ranks in Search, for instance, and you can design adventures based on that fact.</p><p></p><p>Conversely, in the non-level systems, you can't make any such assumptions. One character may be a combat master, hugely in front of where the other PCs are. A rogue-type of PC may be great at picking locks, but be unable to find traps! </p><p></p><p>Whilst D&D's level system may be justifiably described as unrealistic, it makes the art of adventure design so much easier.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1664759, member: 3586"] Although that system gives you an idea of how many points a character has spent, it's not the same thing as a level system. With a level system, it is assumed that [i]all[/i] the abilities of the character progress at the same time, at similar rates. For example, in D&D, you can make some very good assumptions about what a 10th level fighter can do with his favoured weapon, and ditto with a cleric, and what spells can be cast, and how many hit points they have, etc. Even skills fall under this idea in D&D. Although it is [i]possible[/i] to have a couple of ranks in every skill, in practice PCs and NPCs take maximum ranks in their core skills. A 10th level rogue is likely to have 13 ranks in Search, for instance, and you can design adventures based on that fact. Conversely, in the non-level systems, you can't make any such assumptions. One character may be a combat master, hugely in front of where the other PCs are. A rogue-type of PC may be great at picking locks, but be unable to find traps! Whilst D&D's level system may be justifiably described as unrealistic, it makes the art of adventure design so much easier. Cheers! [/QUOTE]
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