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May 1st, 2012, 10:10
while not every game adhered to this premise, the basic conceptual difference of attributes is that they define your character's potential - they were fixed numbers or followed a preset progression. modern systems allow more flexibility, tho they scrap the old ideas of storytelling through numbers. i used to do weird stuff like imagine a klutz who wanted to be a great thief etc. i remember the old ways fondly, and would still enjoy them, but think it generally makes more sense to assume that we are playing games, not engaging in character simulations, and so the respec-able and attributeless, classless systems make sense (while often reducing replayability).
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