Post by mister frau blucher on May 24, 2020 23:03:41 GMT -5
Hey, all!
George and I had a long conversation tonight about multiple topics. One was the use of experience points, and how much it cost to increase attributes (which got changed the last year), versus the cost of skills, and the advancement of characters over long term play.
Ultimately, we are going to be coming out with a two-track system, a Fast and a Slow track. Still working on the numbers, but for those taking their characters into six or more adventures will want to use the Slow Track, where it costs more to advance characters, so they do not outpace the challenges. Others who will be taking their characters through 3 or 4 games will probably opt for the Fast Track.
There were several things we discussed leading up to this. One is his experience with his kids, who have played the same characters for years now, and how powerful they have become. My gaming group, by contrast, is usually in flux, and new character creation happens fairly often. Most of the adventures I have written are predicated on the characters being able to advance in attributes by 2 or so points as well as several skill levels over the course of the adventure.
In the next month or so we will be changing the language in the core LAW rules to make some things easier to understand, and there will be a handful of other changes; this will be one. The exact costs are not worked out, but it may be something as simple as the doubled attribute total equaling the cost to increase an attribute as defined in the current rules (previously it was equal to the attribute being increased, so increasing your DX to 13 cost 13 points; now it costs 26). It is possible some skill costs will change, too, as not all of them are equally useful.
If anyone has thoughts on this, we are all ears!
Bret
George and I had a long conversation tonight about multiple topics. One was the use of experience points, and how much it cost to increase attributes (which got changed the last year), versus the cost of skills, and the advancement of characters over long term play.
Ultimately, we are going to be coming out with a two-track system, a Fast and a Slow track. Still working on the numbers, but for those taking their characters into six or more adventures will want to use the Slow Track, where it costs more to advance characters, so they do not outpace the challenges. Others who will be taking their characters through 3 or 4 games will probably opt for the Fast Track.
There were several things we discussed leading up to this. One is his experience with his kids, who have played the same characters for years now, and how powerful they have become. My gaming group, by contrast, is usually in flux, and new character creation happens fairly often. Most of the adventures I have written are predicated on the characters being able to advance in attributes by 2 or so points as well as several skill levels over the course of the adventure.
In the next month or so we will be changing the language in the core LAW rules to make some things easier to understand, and there will be a handful of other changes; this will be one. The exact costs are not worked out, but it may be something as simple as the doubled attribute total equaling the cost to increase an attribute as defined in the current rules (previously it was equal to the attribute being increased, so increasing your DX to 13 cost 13 points; now it costs 26). It is possible some skill costs will change, too, as not all of them are equally useful.
If anyone has thoughts on this, we are all ears!
Bret