Timeline for What systems do use-based skill upgrades well? [closed]
Current License: CC BY-SA 3.0
18 events
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May 17, 2013 at 12:45 | comment | added | mxyzplk | @okeefe that's one of the questions... If this can get cleaned up it can get reopened. | |
May 17, 2013 at 12:16 | history | closed |
SevenSidedDie LitheOhm doppelgreener Wibbs Dakeyras |
not a real question | |
May 17, 2013 at 7:38 | comment | added | okeefe | "How these systems prevent grinding?" is the new question being asked here. (Says the guy who wrote a long answer about it…) | |
May 17, 2013 at 2:22 | answer | added | Ryno | timeline score: 4 | |
May 17, 2013 at 1:35 | comment | added | SevenSidedDie | Also possibly a duplicate of Which systems do you find most realistically model progression through skills? | |
May 17, 2013 at 0:42 | answer | added | okeefe | timeline score: 5 | |
May 17, 2013 at 0:34 | comment | added | SevenSidedDie | Are you looking for a system to adopt, or a design to steal? If the second, this would probably work as a [design] question with specific functional requirements. As a sys-rec, including more outside the skill system (genre, setting, mechanical features, etc.) would narrow the field. | |
May 17, 2013 at 0:01 | comment | added | LitheOhm | It still seems like a list question without one single answer. I think your last paragraph (ie. skill farming) is a good question but it's not the focus - simply a side note. | |
May 16, 2013 at 23:53 | comment | added | valadil | Filled out my second requirement a bit more. I was having trouble phrasing it when I first wrote up the question. Would the question be more answerable if I changed the title to something like "What are the different ways systems do use-based skill upgrades?" | |
May 16, 2013 at 23:51 | history | edited | valadil | CC BY-SA 3.0 |
Expanded on what sorts of game I'm not interested in
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May 16, 2013 at 23:19 | review | Close votes | |||
May 17, 2013 at 12:19 | |||||
May 16, 2013 at 23:10 | comment | added | okeefe | Same games, including Mouse Guard and Burning Wheel in @Anaphory's answer, allow the player to make a bad choice so that they get the desired test for advancement. There's nothing inherently wrong with that, and the consequences that come from such a decision are usually awesome. | |
May 16, 2013 at 22:59 | comment | added | SevenSidedDie | I don't think this is answerable. There are many, many games that do this, and since your requirements merely amount to "works without a computer", which narrows the field none, you're just going to get people's favourites. That's pretty much exactly what we've identified as the most common way a sys-rec question can be unanswerably subjective. Is there any way you can make this narrower? | |
May 16, 2013 at 22:55 | history | tweeted | twitter.com/#!/StackRPG/status/335166678667239425 | ||
May 16, 2013 at 22:49 | answer | added | Anaphory | timeline score: 6 | |
May 16, 2013 at 22:42 | answer | added | Gaxx | timeline score: 6 | |
May 16, 2013 at 22:10 | history | edited | Jadasc | CC BY-SA 3.0 |
Hyphens. Love them.
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May 16, 2013 at 22:01 | history | asked | valadil | CC BY-SA 3.0 |