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<blockquote data-quote="GMMichael" data-source="post: 8713011" data-attributes="member: 6685730"><p>Welp, a little of both. Actraiser 2 requires the player to become better at using the system, since there is no character advancement. Can players get better at a DRPG? Sure, why not?</p><p></p><p>On the flip side, a player shouldn't have to, for example, shoot marbles to accomplish something in-game. I've never shot marbles; I don't want my character's archery success to be tied to my shooting skills. </p><p></p><p>So we have the question: if the character doesn't advance, what/how much can be expected of the player to represent PC progress?</p><p></p><p>Increasing difficulty could be fighting more lethal opponents. Think: schoolyard bully or demonic knight? It could be about locomotion: is the PC walking down a sidewalk or springing across planks in a rickety rope-bridge suspended over lava? These are the difficulty scales that you get in Actraiser 2; some opponents move toward you slowly and die if you stab them twice. Some have arenas that are surrounded by deadly spikes and the opponent is a demon that flies on a sentient cloud of misery that can blow you into said spikes. </p><p></p><p>PC knowledge is one way to go. Numenera touches on this: when something works in your favor, you get to knock the difficulty down by a notch when you make your roll. So if you learn beforehand that the cloud of misery will try to blow you away at a certain point in combat, you, as a player, can decide that your character grabs onto something fixed at the right time, which could increase your odds of making the corresponding die roll without your character sheet having a growing list of bonuses for the same purpose.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8713011, member: 6685730"] Welp, a little of both. Actraiser 2 requires the player to become better at using the system, since there is no character advancement. Can players get better at a DRPG? Sure, why not? On the flip side, a player shouldn't have to, for example, shoot marbles to accomplish something in-game. I've never shot marbles; I don't want my character's archery success to be tied to my shooting skills. So we have the question: if the character doesn't advance, what/how much can be expected of the player to represent PC progress? Increasing difficulty could be fighting more lethal opponents. Think: schoolyard bully or demonic knight? It could be about locomotion: is the PC walking down a sidewalk or springing across planks in a rickety rope-bridge suspended over lava? These are the difficulty scales that you get in Actraiser 2; some opponents move toward you slowly and die if you stab them twice. Some have arenas that are surrounded by deadly spikes and the opponent is a demon that flies on a sentient cloud of misery that can blow you into said spikes. PC knowledge is one way to go. Numenera touches on this: when something works in your favor, you get to knock the difficulty down by a notch when you make your roll. So if you learn beforehand that the cloud of misery will try to blow you away at a certain point in combat, you, as a player, can decide that your character grabs onto something fixed at the right time, which could increase your odds of making the corresponding die roll without your character sheet having a growing list of bonuses for the same purpose. [/QUOTE]
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