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Playstyle vs Mechanics
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<blockquote data-quote="soviet" data-source="post: 9526161" data-attributes="member: 6925338"><p>MERP has levels, albeit they are slightly less exciting than in 1e AD&D. Basically in MERP when you level up you always get a bunch of numeric increases like in D&D - hit points, skill points, attack bonuses, save bonuses, etc. If you're a caster you also get extra spells known and extra spell slots (spell points). The difference is that in AD&D you'd have the occasional level where you get to build a castle and summon followers, or something of that nature, which MERP doesn't have. </p><p></p><p>WFRP (1 and 2e) doesn't have levels but it does have XP that you use to directly buy advances and class upgrades that are all visible on a prominent progress chart on your character sheet.</p><p></p><p>Runequest I'm less familiar with but I think basically you make rolls to improve your skills every time you use them. </p><p></p><p>I will say though that I think some of this stuff about levels is a result <strong>of</strong> D&D's success, rather than necessarily a reason for it. That is, D&D had levels and was successful, and now 50 years of computer games and other RPGs have also featured levels because they are inspired by D&D, and so levels are something people now expect. Even games like FATE etc still have character progression and change, just not in such a linear way.</p></blockquote><p></p>
[QUOTE="soviet, post: 9526161, member: 6925338"] MERP has levels, albeit they are slightly less exciting than in 1e AD&D. Basically in MERP when you level up you always get a bunch of numeric increases like in D&D - hit points, skill points, attack bonuses, save bonuses, etc. If you're a caster you also get extra spells known and extra spell slots (spell points). The difference is that in AD&D you'd have the occasional level where you get to build a castle and summon followers, or something of that nature, which MERP doesn't have. WFRP (1 and 2e) doesn't have levels but it does have XP that you use to directly buy advances and class upgrades that are all visible on a prominent progress chart on your character sheet. Runequest I'm less familiar with but I think basically you make rolls to improve your skills every time you use them. I will say though that I think some of this stuff about levels is a result [B]of[/B] D&D's success, rather than necessarily a reason for it. That is, D&D had levels and was successful, and now 50 years of computer games and other RPGs have also featured levels because they are inspired by D&D, and so levels are something people now expect. Even games like FATE etc still have character progression and change, just not in such a linear way. [/QUOTE]
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