Copper Coin
Outspoken D&D critic
- Joined
- June 1, 2018
- Messages
- 866
In my own RPG designs, I favor having slow progression where you only level a couple times throughout the game, with your character being mostly defined by their attributes and skills at creation. Combat progression is mostly based on gaining access to stronger equipment and items at important stages in the game, usually as enemies do.
What do you guys think about this design approach to progression? Is is something you would like, or do you prefer crunchy systems where you level up frequently, regularly increasing your attributes and skills, and constantly finding better equipment?
What do you guys think about this design approach to progression? Is is something you would like, or do you prefer crunchy systems where you level up frequently, regularly increasing your attributes and skills, and constantly finding better equipment?
- Joined
- Jun 1, 2018
- Messages
- 866