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General Tabletop Discussion
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Time between level-ups: always the same or increasing?
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<blockquote data-quote="Celebrim" data-source="post: 6016578" data-attributes="member: 4937"><p>Other?</p><p></p><p>Leveling should linger in the games 'sweet spot'. The game should end at some point after the sweet spot is hit.</p><p></p><p>For 1st edition, I considered this levels 3 through 8. Levels 1 and 2 should go by fairly quickly, then lead to a long steady state until the end of level 8 (perhaps 150 hours of play), after which, I desire the game to increasingly slow down with perhaps 50-100 hours of play per level. Interesting play up to higher levels is possible, but requires a lot of innovation.</p><p></p><p>For 3rd edition, by the rules I use, I consider this levels 1 through 13. Leveling should be fairly steady through this period, with the total period covering perhaps 300-400 hours of play. After that, play - if it does not end and a new campaign begin - should slow down to 50-100 hours of play per level. The campaign should probably end before you reach the point that most of play has been at high level, and before 20th level without a darn good reason.</p><p></p><p>Star Wars D6 games should move at a slow enough pace that you don't reach the game breaking greater than 10d pools before you are ready to wrap up the campaign. Indeed, the sweet spot is probably dice pools below 7 or 8d.</p><p></p><p>Other than that, I've not played the system long enough to have a good finger on things. In general, I'd expect any system to break down once the modifiers begin to become roughly as large as the range of variability in the fortune mechanic - GURPS breaks down for instance when skills hit around 16 - or when modifiers have diverged across a group so that success is either automatic or else failure is. Dice pool systems break down for similar reasons or else when the dice pools are large enough to become difficult to count.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6016578, member: 4937"] Other? Leveling should linger in the games 'sweet spot'. The game should end at some point after the sweet spot is hit. For 1st edition, I considered this levels 3 through 8. Levels 1 and 2 should go by fairly quickly, then lead to a long steady state until the end of level 8 (perhaps 150 hours of play), after which, I desire the game to increasingly slow down with perhaps 50-100 hours of play per level. Interesting play up to higher levels is possible, but requires a lot of innovation. For 3rd edition, by the rules I use, I consider this levels 1 through 13. Leveling should be fairly steady through this period, with the total period covering perhaps 300-400 hours of play. After that, play - if it does not end and a new campaign begin - should slow down to 50-100 hours of play per level. The campaign should probably end before you reach the point that most of play has been at high level, and before 20th level without a darn good reason. Star Wars D6 games should move at a slow enough pace that you don't reach the game breaking greater than 10d pools before you are ready to wrap up the campaign. Indeed, the sweet spot is probably dice pools below 7 or 8d. Other than that, I've not played the system long enough to have a good finger on things. In general, I'd expect any system to break down once the modifiers begin to become roughly as large as the range of variability in the fortune mechanic - GURPS breaks down for instance when skills hit around 16 - or when modifiers have diverged across a group so that success is either automatic or else failure is. Dice pool systems break down for similar reasons or else when the dice pools are large enough to become difficult to count. [/QUOTE]
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Time between level-ups: always the same or increasing?
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