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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Thomas Shey" data-source="post: 9598198" data-attributes="member: 7026617"><p>No. Because in most of those if you arrive at the same exact character (same stats, same skills, everything) it will have cost you the same thing.</p><p></p><p>With Storyteller there's an actual order-of-operations difference in how much the final result will cost. Someone who started with four particular skills at 3 each, and ends up with three at at 3 and one at 5 and the will cost more than someone who started out at one at 5, one at 3, and the rest at 2, even though they have exactly the same values there. Because he won't need to climb the progressive cost ladder as many times, and the initial point distribution treated a 4 and two 2's as being the same value, whereas advancement doesn't.</p><p></p><p></p><p></p><p>If you're going to wait around for me to compliment the way most class and level systems handle advancement, its going to be a long wait. There are exactly four of them I'll play, and they're far from my first choice.</p><p>u get nothing but hit points when you level up. </p><p></p><p></p><p>The point is that two players who want <em>exactly the same later result in those areas</em> (or, honestly, even different areas) pay significantly different costs for the privilege, just because of how they were initially built.</p><p></p><p></p><p></p><p>I've commented about that before; I won't bother to do so again.</p><p></p><p>(By the by, note this second example wasn't about <em>Storypath</em>; it was about <em>Storyteller</em>, the older White Wolf system (though for all I know Storypath may do the same thing, since this isn't a design flaw limited to the WW/OP ecosystem. Its a consequence of making character build linear and character progression accumulative and not seeing the consequences of that).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9598198, member: 7026617"] No. Because in most of those if you arrive at the same exact character (same stats, same skills, everything) it will have cost you the same thing. With Storyteller there's an actual order-of-operations difference in how much the final result will cost. Someone who started with four particular skills at 3 each, and ends up with three at at 3 and one at 5 and the will cost more than someone who started out at one at 5, one at 3, and the rest at 2, even though they have exactly the same values there. Because he won't need to climb the progressive cost ladder as many times, and the initial point distribution treated a 4 and two 2's as being the same value, whereas advancement doesn't. If you're going to wait around for me to compliment the way most class and level systems handle advancement, its going to be a long wait. There are exactly four of them I'll play, and they're far from my first choice. u get nothing but hit points when you level up. The point is that two players who want [I]exactly the same later result in those areas[/I] (or, honestly, even different areas) pay significantly different costs for the privilege, just because of how they were initially built. I've commented about that before; I won't bother to do so again. (By the by, note this second example wasn't about [I]Storypath[/I]; it was about [I]Storyteller[/I], the older White Wolf system (though for all I know Storypath may do the same thing, since this isn't a design flaw limited to the WW/OP ecosystem. Its a consequence of making character build linear and character progression accumulative and not seeing the consequences of that). [/QUOTE]
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