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Thinking about an advancement system
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<blockquote data-quote="Blue" data-source="post: 7606386" data-attributes="member: 20564"><p>A related question about advancement systems - how fast for skills you're not so good at?</p><p></p><p>For example, say we have a character that is advanced via whatever method the system uses. Level in a D&D-type game, etc.</p><p></p><p>They want to start using a new skill. Or just do - the hacker finds herself in more and more social forums trying to drum up support for their cause and while she wasn't designed with social skills she's now using them.</p><p></p><p>Do you design advancement to be rapid at first, so they can interact meaningfully against challenges at their advanced level? (Though not up to characters who have been primarily focusing it) At the same speed as characters who have been doing it a while so they will always lag the same distance behind and can never catch up? Even slower because skills take a lot of time to get the basics that is represented in the background?</p><p></p><p>I think how advancement is going to handle non front-edge skills will determine at lot about your outputs mechanically as much as how it handles your front-edge. By front-edge I mean skills/etc focusing on what that character primarily does. If a rogue concept is great at sleight of hand and picking locks and disarming traps, they are front-edge at that - in front of the other PCs. And probably not front-edge at ancient theology. And how you want to handle both of those cases will really impact what you want your mechanics to do.</p></blockquote><p></p>
[QUOTE="Blue, post: 7606386, member: 20564"] A related question about advancement systems - how fast for skills you're not so good at? For example, say we have a character that is advanced via whatever method the system uses. Level in a D&D-type game, etc. They want to start using a new skill. Or just do - the hacker finds herself in more and more social forums trying to drum up support for their cause and while she wasn't designed with social skills she's now using them. Do you design advancement to be rapid at first, so they can interact meaningfully against challenges at their advanced level? (Though not up to characters who have been primarily focusing it) At the same speed as characters who have been doing it a while so they will always lag the same distance behind and can never catch up? Even slower because skills take a lot of time to get the basics that is represented in the background? I think how advancement is going to handle non front-edge skills will determine at lot about your outputs mechanically as much as how it handles your front-edge. By front-edge I mean skills/etc focusing on what that character primarily does. If a rogue concept is great at sleight of hand and picking locks and disarming traps, they are front-edge at that - in front of the other PCs. And probably not front-edge at ancient theology. And how you want to handle both of those cases will really impact what you want your mechanics to do. [/QUOTE]
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