hey, > I think we should go with a system similar to what you stated > n30n. Only one game that I've played has used such an experience > system, and I really enjoy it. which game -- for thoes of us whohave played it, they can have a better idea. > The system is pretty simple too. simple is good ;D > Any experience the player gets, he may spend on raising stats. > These stats cost very little to raise at first but for every point > the player raises that stat, the cost to raise it another point > goes up a bit. your system dosen't seem to differ from my suggestion, was it meant to ? maybe i'm missing something here, or i just didn't explain something fully. > I don't think we should represent "levels" by numbers.. it seems > kinda boring and definatley done many times over. The game I took > this skill system from, uses military "ranks" to represent a > players level of experience. Perhaps we could use a similar > system.. we also should decide on Stat/Skill limits and "level" > limits, and if there should be any limits at all. IE a player > can't raise his Strength to 1,000 (aka, he can't become god like) using military terms to describe the players stats level wouldn't really fit in with our game 'timeline', but i agree with you that we should have a wording system. example : - Nonexistant - Poor - ... - Excellent - Legendary Legendary would be for special cases -- ie : gods, game admins. - n30n [ http://n30n.amok.dk/ ]