From: "Merle Moss"> Not yet.... I have a friend working on a system he calls TWIST > (The Way I See Things), in which skills are initially based on stats, > but as you use a skill based on a stat, both the skill (majorly) and > the stat it is based on (minorly) improve > Cool name. I did something similar with skills, skill groups and stats and found that it gave me the benefits I was looking for in terms of having the character nature defined by the evolving activities of the character. Serious character sheet detail, but I kept the character record in a database and generated character summaries every couple of sessions so that wasn't an issue. Not that it would have to be that way. One problem I ran into was the need to rebalance the game after five years or so as powerful characters had stat levels that unbalanced the original mechanics. This, in turn, caused difficulties when a group of new characters were introduced. This happened largely because I'd underestimated the degree of stat improvement possible. On the other hand, I'm really not sure that any system can easily handle campaign evolution over a five or ten year period as the character growth does require different mechanics. A system that had an evolution to a new framework built in would be cool, but the play-testing required to prove it worked would seriously delay time-to-market :-) Chris Tutty ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/


