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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4431061" data-attributes="member: 710"><p>Slowing down leveling is not helpful. As a player, I like getting new toys by leveling and don't like waiting longer. The trick is avoiding a steep power curve that goes with these levels. Instead of doubling character power every 2 levels, you could double it every 4, 5, or every 10 levels.</p><p>That's basically what E6 is trying to achieve - the numbers don't really grow much any more, but you get new abilities at a steady and not too slow rate.</p><p></p><p></p><p></p><p>The decoupling part might be a good approach, if done right. Basically, a higher levels should not affect the power of your skills or feats, otherwise your decoupling feat. This means you have to remove a lot of "stacking" stuff.</p><p></p><p>A skill system like in Starwars Saga Edition or 4E _minus_ the level bonus to skills might be a good way to do this. Or you can keep skill ranks, but the maximum rank is fixed and independent of level. Skill points/picks might be gained by leveling, but you can only improve breadth after a certain point, not depth.</p><p></p><p></p><p>Not only simplifying, but removing some. At least if you really want to improve the learning curve and ease of play. (I know that there are people that like multiple complex and unique subsystems.)</p><p></p><p></p><p>I disagree with this. Not everyone wants sandbox play or think a lot about resource management. Some people enjoy more "scripted" adventures.</p><p>The resource management should be flexible to support multiple play styles.</p><p></p><p></p><p>Vitality and Wound Point as traditionally defined sucks. Some of the basic concepts might work.</p><p></p><p>I would steal from a game system like Torg - people have something like "wounds" that they take if an enemy deals damage to them, but you can spend a metagame resource (possibilities in Torg) to remove the damage. (Torgs system is a little more complex then that). Basically, take a "simulationist" system and overlay a "gamist/narrative" system that gives back the control and predictability in the hands of the player. </p><p></p><p>This also provides a neat baseline - you know "regular" people die from a solid sword blow, but also know that a hero can negate that wound, giving you a better handle on how to narrate the system. Of course, not everyone likes such meta-game mechanics. Their problem, not mine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4431061, member: 710"] Slowing down leveling is not helpful. As a player, I like getting new toys by leveling and don't like waiting longer. The trick is avoiding a steep power curve that goes with these levels. Instead of doubling character power every 2 levels, you could double it every 4, 5, or every 10 levels. That's basically what E6 is trying to achieve - the numbers don't really grow much any more, but you get new abilities at a steady and not too slow rate. The decoupling part might be a good approach, if done right. Basically, a higher levels should not affect the power of your skills or feats, otherwise your decoupling feat. This means you have to remove a lot of "stacking" stuff. A skill system like in Starwars Saga Edition or 4E _minus_ the level bonus to skills might be a good way to do this. Or you can keep skill ranks, but the maximum rank is fixed and independent of level. Skill points/picks might be gained by leveling, but you can only improve breadth after a certain point, not depth. Not only simplifying, but removing some. At least if you really want to improve the learning curve and ease of play. (I know that there are people that like multiple complex and unique subsystems.) I disagree with this. Not everyone wants sandbox play or think a lot about resource management. Some people enjoy more "scripted" adventures. The resource management should be flexible to support multiple play styles. Vitality and Wound Point as traditionally defined sucks. Some of the basic concepts might work. I would steal from a game system like Torg - people have something like "wounds" that they take if an enemy deals damage to them, but you can spend a metagame resource (possibilities in Torg) to remove the damage. (Torgs system is a little more complex then that). Basically, take a "simulationist" system and overlay a "gamist/narrative" system that gives back the control and predictability in the hands of the player. This also provides a neat baseline - you know "regular" people die from a solid sword blow, but also know that a hero can negate that wound, giving you a better handle on how to narrate the system. Of course, not everyone likes such meta-game mechanics. Their problem, not mine. :) [/QUOTE]
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