Arkobla Conn
Mongoose
SableWyvern said:Arkobla Conn said:And, I think, you've missed ours...This game screams for NOT being so mechanical. Advance them when you want...instead of being an accountant, you get mystery...
Eh?
I thought that your position was simply that you see slow advancement as not suiting your style of play. I have no problem with that.
Players tend to like it when their characters power-up. I know mine do, and I'm guessing yours do to, based on your own posts in this thread, where you promote faster advancement.
I also thought we had agreed that neither slow advancement or fast was intrinsically wrong, and you have not previously expressed the idea that allowing various advances to be staggered somehow precludes mystery (??) or turns the game into an accounting excercise (I would think feat selection and the like already do far more to promote this kind of play).
So, I guess I'm not seeing why you suddenly appear so opposed to my system.
Sorry for jumping back in the frey. I actually pulled way back when you seemed a bit put off by my original comments, so I deferred. I'm actually very against slow advancement...but, as we stated, that might be style.
I *LOVE* getting new abilities. And through my 30+ years of playing RPG's, it's a highlight to level. Now that we are older and have much less time on our hands, I found that getting exp in the standard way was soooo slow, we'd be stuck between 4-th and 7th level for over a year. There is too much to play, and not enough time, to be stuck. So, given that normal advancement is 'too slow' ... slowing it down is even worse! (for me).
You've done a great job of explaining how the system works...but fundamentally, not why. I get that you want to slow down the system...you can do that by not giving exp at all. I get that you want to give *some* bonuses, but you can do that 'in game'. For example - lets say that your group gets pushed into a desert, and they are forced to deal with the elements there. 2 game sessions later, they emerge, alive. Give them Desert Survival! Give them an extra Hit Die of HP's. Perhaps a bonus to Fort.
All I am saying is pull back from the mechanics. You, as the GM, have the right to set the pace. Take your cue from the book itself that asserts that there shouldn't even be experience points in this game...and build your assumptions from that point...
[This has been a facinating discussion. Please understand that NO offence is intended. You share a love for a fantastic game - and that is extremely important. Nothing I say should change how you feel about the game or how, ultimately, you run your sessions. Your players should feel very good about having someone who cares about what's going on doing the GMing...]