have characters improve but not too much, unless you want a very romanticised unrealistic game like dnd. especially hit points, it becomes very hard to nail down how much damage something should do. in dnd your hp goes up 1000% from lvl 1 to lvl 2. so how do you nail down how much a bullet will do? (i know you won't have bullets but any weapon that does a consistent and predictable amount of damage becomes very hard to implement) if an average person has 10 hp i guess a bullet should do like 7?? just a thought that goes through my mind every time i play an rpg.
my second gripe is that charactes are just as functional at 1 hp as they are at full hp, gurps takes care of this nicely and so do many other systems.
Ok
thanks for the info.
Infernal, I live in Dubbo. Why do you ask though???
It is a pity that we aren't any closer as having a couple of commited gamers around helps.
In my rpg you will not really be gaining 1000% health per lvl. Perhapse 1 or 2, mayb 3 but that is all. Or if you are going wiz style you won't want health anyway. You'll want int. or mana.
So it should be pretty easy to determine as to how much damage things should do. They will just slowly progress i supose.
I will check a angus & robinson and see if they stock D&D.
The style that I am having is that I want it to be as realistic as possible.
while in the fantasy and undead D&D theme.
Basically a couple of sword hits and you are dead.
1 or 2 max arrows will kill you. But to compensate they will have less chance to hit.
Anything you guys strongly think that I should add in I would like to know.
Thanks guys
~sfictre
It's not wether you win or loose, but how you play the game.......
(can't remember who wrote this)