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GURPS v Hero v RuneQuest
The base principle which seems to be being ignored here is the law of
diminishing returns. Otherwise quoted without comment:
From: coregames#aol,com (CoreGames)
Newsgroups: rec.games.design
Subject: Re: Superhero Game
Date: 31 Aug 1997 08:29:59 GMT
The Hero system was advanced for it's day, but it suffers from an even
progression of advancement; no matter how high you go in purchasing a
characteristic or a power, the cost to increase further remains the
same. While GURPS does a lot to correct this by making things become
more expensive the higher the level, it has the drawback of allowing
certain character types (i.e., eidetic memory based concepts) to
master skills for only a fraction of a point.
There are alternatives, such as the Chaosium system that saw its
origins in RuneQuest, where the advancement is dependent on a roll
that gets more difficult as the skill is improved. What a great
game-rich universe we live in!
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] Critical Hits, (continued)
- Re: [MUD-Dev] OT: Attributions,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 04 Sep 1997, 09:41 GMT
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 04 Sep 1997, 09:41 GMT
- Re: combat and hit points,
clawrenc clawrenc#cup,hp.com, Tue 02 Sep 1997, 22:05 GMT
- GURPS v Hero v RuneQuest,
clawrenc clawrenc#cup,hp.com, Tue 02 Sep 1997, 21:46 GMT
- OT: Attributions,
Shawn Halpenny malachai#iname,com, Tue 02 Sep 1997, 17:17 GMT
- Psychology, psychiatry, and other such,
coder coder#ibm,net, Tue 02 Sep 1997, 16:50 GMT
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