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Player Levels


IceCream Tuesday
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Alright. I've been thinking a lot recently about the typical mechanics of rpgs.. I've redesigned class builds  already. I'm looking to reinvent levels.

I wanna know how important the  +50xp showing up is.

I thought to remove levels in general. But a gauge between the players needs to be there. So to keep the level, but make it actually mean something and not how many cows you farmed. Would you rather the player level be based off of stats(that grow with their use) and equipped items(specified level), and possibly even quest points?
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Completely unrelated but the only game I have ever seen properly giving arguments as to why your char is gaining experience from killing shit is KOTOR 2, where the excuse is that you slowly gain your strength from killing peoplez because you're an evil jedi. Or something like that. I dunno, I was high.
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