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Level based ability score increases pointless?
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<blockquote data-quote="Umbran" data-source="post: 5729817" data-attributes="member: 177"><p>I agree that they're called for due to stretching the game to a greater number of levels. I don't agree that stretching the game over more levels is a problem. It is just one possible design choice. Your later statement that, "There's no real need for the system to be more than ten levels...," seems to me to likely be specific to your own preferred playstyle, rather than a solid generalization.</p><p></p><p>The action of leveling up is something that may players like - it is viewed as many as a perk. If you want a campaign that runs for (real-world) years of frequent play, if you have a small number of levels, then your players don't get that pleasure very often. </p><p></p><p>Now, of course, that design choice means the game is not as good for other things. For example, it doesn't work so well for representing a meteoric rise to power over short times, as what was earlier a pleasure can become too commonplace to be entertaining. </p><p></p><p>This only goes to show that no one design can be all things to all people.</p><p></p><p>Anyway, I'm playing in a Star Wars game right now, which also has the intrinsic stat-raises with level. I find I'm looking forward to them as an additional way to represent the character's learning and development.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5729817, member: 177"] I agree that they're called for due to stretching the game to a greater number of levels. I don't agree that stretching the game over more levels is a problem. It is just one possible design choice. Your later statement that, "There's no real need for the system to be more than ten levels...," seems to me to likely be specific to your own preferred playstyle, rather than a solid generalization. The action of leveling up is something that may players like - it is viewed as many as a perk. If you want a campaign that runs for (real-world) years of frequent play, if you have a small number of levels, then your players don't get that pleasure very often. Now, of course, that design choice means the game is not as good for other things. For example, it doesn't work so well for representing a meteoric rise to power over short times, as what was earlier a pleasure can become too commonplace to be entertaining. This only goes to show that no one design can be all things to all people. Anyway, I'm playing in a Star Wars game right now, which also has the intrinsic stat-raises with level. I find I'm looking forward to them as an additional way to represent the character's learning and development. [/QUOTE]
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