Recently, I had one of those moments of insight that make you want to move on. They usually lead you onto new things and new places but they are also mighty scary and need some time to process and if you are sensible (or just a lot older) require a bit of planning. I’ve had a few in my life and they have led to changes that have only helped me grow, even if the process as not always been enjoyable and yes, dear reader I have learnt to plan for the change through failing to do so previously.
Anyway, to the point in hand, I thought “Why do we have levels and EP?”. I think it grew out of the emulation/simulation debate raised by Gabe and a growing dissatisfaction with the whole EP reward and class system. So I raised the question about if anyone had done it and how it worked on the Rolemaster forums. Of course, there is no need to re-invent the wheel when you know it exists, which given the love of rule mechanics often foisted on RM players, was a surprise to find already invented, if a little diverse.
Perhaps I shouldn’t have been surprised because I already knew Runequest used a learned skills system and in some ways, I was thinking about a similar concept. I think that there are several things to consider before I put the mechanics to players as a way forward and inevitable at that stage we may tweak things but when I mentioned it at the post-game beers the other night they didn’t quail.
Here is a list of things I’m thinking about
- How many hours/days to acquire skill ranks?
- Are all skills learnt at the same rate?
- Is the rate of learning linear?
- What is the effect of a mentor/tutor/school?
- In game skill development?
- Natural aptitude vs resilient study?
- Hierarchy of knowledge or accomplishment within skill levels?
- Complimentary skills?
- skill/knowledge fade?
- How to provide an overall measure of success to the players if no level?
- How do you encourage adventurers out of school?
Which is a lot of questions to work on, hopefully, I can blog some of my thoughts on the approaches we come up with. I suspect that initially at least we will apply this to the secondary skills in MERP which are almost impossible to develop using the development points given for each level. Certainly, that is what my players would like as a starting point.